I recently updated my project to UE5 and I’m having a lot of trouble with the new destructible physics system.
I’m trying to make it so a destructible asset only breaks when the correct type of projectile hits the trigger box in a bp class. Though it seems like anything will break it from things such as the player bumping into it. I set the object type to sleep which prevents it from breaking from the start but I still have the same issue.
Here are the things I’ve tried so far:
-Increasing the damage threshold, but then there is either no change at all or it just becomes indestructible
-Firing multiple impulses when the correct projectile hits the trigger box
-Applying radial damage
-setting the object type to dynamic when it, still breaks to the slightest touch
-setting the damage threshold to 1 when the trigger is overlapped, does nothing
-waking all rigid bodies
I remember with the apex destruction system, you could apply damage to the asset itself with a node, which doesn’t seem to be the case anymore.
In Chaos destructible assets do receive damage when collided with
If the asset is sleeping, it will turn dynamic as soon as another object comes in contact with it
To avoid that, you can first set an anchor field to “ground” your asset ( this will make it kinematic until it gets hit by something dynamic , the player being kinematic will not affect it )
Then when your weapon hits the hit box, you can trigger a field to apply strain on the geometry collection and break it
You can check our many tutorials on how to setup fields, and author geometry collections
Although there are some fields in UE 5.0.3 that are really buggy, whenever there are one or more from a project within the project, UE 5.0.3 constantly crashes.