Thanks Tim, but I know this is going to seem bizarre because it is so fundamental, but I’ve pushed and pulled things around for several hours. I still haven’t found the basic UE4 settings which vary the amount by which the pieces fly apart, for want of a better word ‘explosion force’. When I collide with them, My Physx lab-destructible cylinder flies apart, and my in-engine generated destructible cube just cracks, then crumbles. I’ve covered all the PhysX tutorials… if you get a moment or two, would you mind seeing? From my time with UDK, there was a setting for this… I think it might be ‘Fracture Impulse Scale’, but it seems to be broken in this UE4 release.
Thanks for your thoughts on baked animations… if the system can sustain things, performance-wise, I’m trying to keep it live: fingers crossed that I won’t melt the system. The good news is that I figured out how to mimic the momentum transfer from the actor destroying the destructible on to the chunks, in blueprints anyway, using the hit point and spawning a force there. To make it even more realistic, one could even get the velocity of the destroying actor, and factor it into the force size. So one could just crack the mesh and - radiating from the point of contact - make the pieces fly apart using varying degrees of force, based on the velocity of the destroying actor.
@Silverbot… As you know, particle effects and (I’m 80% sure) rigid bodies can have LODs… so that’s Borderlands 2, or any other game really. However, specifically with regard to combining LOD 0 and an Apex destructible (which will likely have a particle component/child, but is not just a particle effect, or just a rigid body), I’d be careful before assuming that is a trivial matter. Actually, regrettably, I don’t think it is possible, out of the box… but there is probably a way with trigger volumes/switching meshes.