My character have a “punch collision” attached to the hand and I am trying to use it to fracture a destructible mesh
but this destructible mesh should only be fractured by my character punch collision… I don’t know if it make sens.
I have tried many ways but nothing work perfectly.
I think my main problem is that I want to fracture or explode the DM when my “punch collision” overlap the DM
but I don’t really know if I should do this event in a DM_BP or the punch collision BP.
to me the things that make sens is that i should call this event from the punch collision_BP
Ok now my cube fractured when the character is colliding with which is not exactly what i am looking for I want the punch_ collision only able to simulate the fracture or destroy my DM
Do you think I should use the event punch_collision overlap ?
Do you have impact damage enabled on the DM? If so you should setup your DM without impact damage and then in your punchBP use an apply damage node and set it to the damage level to bash through the DM.
How are you calling the punch collision to fire or is it just an overlap event? You should setup an arming/disarming Bool that gets set only when you actually throw the punch…add a branch to check the bool after the overlap
You are using event Hit which means every time that component touches the destructible mesh it will apply damage adding a branch will allow for more control over when it should apply damage:
I am using a child actor linked to the child actor class (Punch_Fist_BP)
so i should modify the “Punch_Fist_BP”
when my character collid with the Box DM it s already fractured
and this is something that i don t want actually the character can push the DM but i want the damage only when the punch overlap or hit (overlap seems to have a better reaction)
Disable the impact damage on the DM and them the impacts wont cause damage and setup a bool and branch off of true to apply damage to the DM only when you set the Bool to true which would be done when you punch
In this example i am using the On Hit event not the overlap but either will work…then in your characterBP set it up like this for the punch input:
This way you are setting the bool to True only when you want to punch otherwise when it is false nothing will happen and you can interact with it normally.
Ok add a print string after the apply damage for the collision event to see if it is firing…you may have to add a delay on the button release to keep it from setting the bool to false too quickly