Problem with destructible meshes in packaged builds.

Hi there!
I’m having a strange problem with destructible meshes, they seem to be working fine inside the editor but whenever I play the game in packaged build they start blinking as soon as they are fractured.
I have prepared a small project to reproduce the issue: .
The engine version I’m using is 4.7.2.
In order to reproduce the problem you just have to build the project (shipping or development doesn’t make any difference) and bump into the barrels, you’ll notice that they start blinking furiously when they are destroyed.
The blueprint is quite straightforward: it simply applies damage to the mesh as soon as it’s hit by something.

I am probably doing something wrong there, I’ve been trying all day to tinker with all the different settings with no use so I really hope someone can point me to the right direction :slight_smile:

Thanks in advance!

I have seen this too, you’re not the only one.

Hi Subr3v,

I didn’t get the to the point of packaging the project as there are some issues that need to be resolved with the DM before even looking at that part.

Destructible meshes require that they are a closed mesh. This means no open faced parts of the mesh can exist or else there will be errors with the DM.

It’s hard to see in the DM Editor so I’ve grabbed a couple of screenshots from the scene to help illustrate what may be the root cause of the flickering that you’re seeing.

Opened faced model that is used for DM:

Closed face model (simple box mesh) that is used for DM:

When you fracture your mesh you should not be able to see through faces when it fractures if it’s been modeled in a way that works correctly with destructibles.

Hi Tim,

I actually didn’t think about it! I tested it with simple boxes and it’s not flickering now :smiley:
I’m going to fix those issues in the meshes I’ve been using, I’ll write another post to confirm that this was the issue ^^

Thanks a lot! Your support service is amazing :smiley:

Update: I’ve tried correcting the mesh and the flicker effect seems to be mitigated, though the flickering is still noticeable and it happens when there are overlapping fractured meshes (this also happen with the simple box mesh provided by the engine).
Looking forward to updates on your end, please let me know if you can reproduce the same issue with the project I’ve sent to you.

Thanks :smiley: