Thanks Ori, this definitely seems like the right path for what I’m trying to accomplish.
I haven’t been able to get it quite right yet. I was able to get the physics asset to perform correctly in the simulation. When I drag the corresponding mesh into the scene and drop it, the car breaks apart nicely. However, I can’t cause the joints to break when using it within the vehicle blueprint. I dug around the WheeledVehicleMovementComponent and WheeledVehicle classes a bit to see if I could determine where the override is happening (if at all), but I haven’t figured it out yet.
I also tried accessing the constraints directly through the vehicle’s mesh to see if I could programmatically break the bones, but the closest I could get was the socket transform. I’m about to give it a go with C++ to see if I can get closer.
Here’s an 18s video of my setup and current issue: - YouTube. You can see the isolated mesh falling out of the sky and breaking to the left at 0:12.
Thanks!