I built this level where the character reaches the edge of a cliff, ready to jump, but the platform they’re about to jump from gets destroyed and falls to the ground. To achieve this, I applied Chaos Destruction to a rock mesh, then used an Anchor to prevent it from being destroyed at the start of the game and configured it so that when the player enters the Anchor’s box, the Anchor gets deleted. Everything sounds good so far.
The problem is that when the Anchor is deleted, Chaos Destruction does not activate on the fractured mesh. How can I resolve this, or what might I be missing?
You shouldn’t have to destroy the anchor- the anchor prevents pieces within the anchor field from breaking apart. Do you have a chaos master field on your character?
Check out this tutorial- you don’t need to do everything they say but the explanation of using a chaos master field will be super useful to you, I think!
Disclaimer: This link is not associated with Epic Games, Unreal Engine, or their partners.
Hey @Mind-Brain! I just followed this tutorial before posting here and it didn´t work, so i took a second look at it and it seems like the object that was fractured was too large for the damage box, so it’s working right know!
The only issue is that is not instantanueos, it took like 2-3 falls to break, is that related to the size of the mesh (the rock)?
Hmm, well here you’re just showing that it took one- If you could get video to show the whole process plus any additional information you can think of, we might be able to refine it!
Also, if you need to post a longer video, don’t be afraid to host it on a platform such as youtube with visibility set to “Unlisted” so it can’t be searched but it can be seen if you use the link!
I actually make it work, it was pretty simple: the capsule component of the character needs some strength before entering the fractured object to trigger. Also the bigger is the fractured object the bigger or large should be the damage box to make it count on landing.