Punch a destructible

Hi,

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

Do you guys have any solution or help for that

thanks

Maybe I setup something wrong with the “Player_punch collision” Grrrrr

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.

Remove the radius damage and use an apply damage like this:

83936-applydamagenode.png

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:

Here is a video demo using a branch to check if a projectile is Armed to destroy a DM:

You can set the Bool to true when you fire the punch then it wont fracture the DM unless it is set to true.

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

Right the first problem is when the FPScharacter capsule collid with de the DM this is what happen :

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)

here is my DM setup :

Yes, when you want the character to punch set the Bool to true in the punch bp…then when you are done punching set it back to false

okay i get that and my question now is which node enable or disable the DM impact damage ?

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

Uncheck the box in the DM setup:

Ok, that’s because you are doing it wrong…let start from the top, how are you telling your character to punch the DM is it an input key?

Make sure after you uncheck the box from the screenshot above that you save the DM.

In your punch BP set it up like this:

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:

83956-punchsetarmed.png

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.

I did this to test and nothing happen to the DM

I know I want to kill myself !!!

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

Ok, add another print string coming off of Cast Failed to see if the cast is working