So basically, I’m trying to set up destruction physics in this game I’m making, and what I want is that when an object, like a bookshelf, for instance, is hit, small parts of it break off where it’s hit. Currently, I have a FS_MasterField spawning at the hit location, but this just breaks the whole object, or other bones of the mesh get in the way. I think on bigger objects, this would be fine with clustering, but on smaller objects, is there any way to do this well? I’ve tried using impulse, adding radial force, external strain, etc., but nothing really seems to work in the way I want it to.
The way you are describing the issue, it feels like your current setup is too sensible to impact, or the strain of your FS_MasterField covers too much of the object.
Considering that, I would test by to reducing the spawn scale, ensuring the strain has a falloff set, and increasing the damage threshold, so the object can resist more of the impact, instead of exploding on its entirety.
Chaos destruction is a quite extensive topic, it would also help reviewing it’s related docs in the UE community, for further methods to apply:
Thank you @brs-sebascova
you have indeed a very good point about the magnitude of the field and the ability of an object to resist it
It is indeed recommended to tune the field damage value to your specific case
When using large magnitudes, the field will spend damages on the pieces in its range and if there’s energy left it will propagate to the connected pieces
If you want to control that part, you can reduce the break propagation factor on the propagation settings on the component
It is important to keep the propagation enabled and tune the factors, because disabling the propagation settings will revert to the old behavior that is less controllable because it was using arbitrary range values