# how to work with destructibles?

**URL:** <https://forums.unrealengine.com/t/how-to-work-with-destructibles/1856>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [April 4, 2014, 5:59pm UTC](https://forums.unrealengine.com/t/how-to-work-with-destructibles/1856 "2014-04-04T17:59:44Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [April 4, 2014, 6:05pm UTC](https://forums.unrealengine.com/t/how-to-work-with-destructibles/1856/2 "2014-04-04T18:05:12Z")

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Destructibles Work Very Well, Video

Hi there!

Here’s a video I made of moveable destroyable destructible actors from the Beta

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They do work quite well!

Here’s some things to keep in mind:

1. you don’t need a radial force actor

2. any destructiblemesh can be moveable if you spawn it and set it to simulate physics

3. there are only 2 damage functions that damage destructible meshes, they are in UDestructibleComponent

```auto

// Take damage
UFUNCTION(BlueprintCallable, Category="Components|Destructible")
void ApplyDamage(float DamageAmount, const FVector& HitLocation, const FVector& ImpulseDir, float ImpulseStrength);

// Take radius damage
UFUNCTION(BlueprintCallable, Category="Components|Destructible")
void ApplyRadiusDamage(float BaseDamage, const FVector& HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage);

```

1. Recommended Solution

Extend DestructibleActor

or simply remake it

and then you have total control

**I JUST finished doing this in my own project and it works perfectly**

🙂

Rama

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