How to get destructible mesh chunks to stay put even if the mesh is moved? / Why are chunks tied to the mesh location relatively when the mesh is moved?

Jing video of what is happening: Unintentionally Moving Destructible Chunks

How to get the chunks to stay put when the mesh is hit by a projectile? Initially the mesh moves and the chunks behave independently, but after a few seconds of being damaged, the mesh & some chunks “fuse” together in relative space. How to break the link?

How are you setting up the movement for your mesh? Can you post a screen shot of the BP for this? I’m having a little bit of trouble getting my test project to get what you’re seeing on your end.

Thanks!

Tim

Sure! Here is the BP:

That is the level blueprint by the way.

Also, the projectile hits it with an impulse through the Apply Damage (target: destructible) node. In the Jing you can see the impulse moves the mesh and the pieces together after it “times out” or “dies” or whatever else is making it cease to act independently after a few seconds of initially getting hit.

Perhaps there is a timer of some sort that could be extended? I looked through the destructible mesh settings and it has some timer settings for chunk lifetime and whatnot, and I set those to the max (10 according to the tooltip) but that didn’t seem to have an effect.

Hi, Apologies for the delay in getting back to you with this one. This was entered as a bug (UE-5987)

Thanks!

Tim

This is like bug No. 45 I run into in regards of destructible meshes… And I’m running out of Workarounds, time and nerves for that topic. From my observations the Debris does not move with the Parent as long as its simulating physics, however once they start sleeping they will move with the Parent. Unfortunately It doesn’t seem possible to disable sleeping or delay it within blueprints. I think exposing the ability to prevent/delay sleeping on debris is something that should be doable within 2 years from bug report?

Also please, by any chance, can you generally show some love to destructibles and other standard features for the next version(s) of unreal? I know VR or the 5th attempt of GI is more fancy, but I and most other developers I talk with are desperately looking for improvements of the more basic features that already exist. We don’t need a new GI or Destructible Solution, we just need the ones that are there to - well work… and be usable for Production.

Thank you.