Question regarding optimization of multiple Apex Destruction components.

  1. Nav Mesh doesn’t generate on top of destructibles. Is this normal?

  2. I will have multiple buildings in the level, so for optimization purposes, is it okay to just use the destructible component in BP, or have a static mesh component and have it immediately replaced by destructible and have damage applied exactly to it?

    I feel the latter process would be more computationally heavier since there is a lot of reparenting of props I’d have to do at runtime, then apply damage, it would also be more more time-consuming to set up since, as of now, I don’t need to create custom UCX collision for my static meshes, I just use the SKM to create a destructible asset and import my destructible chunks to it. With the latter process, I’d now have to create collision for the SKMs too, which is a pain in the ahh because I have multiple sets of SKMs that compose the building so that one hit on a part of the building wouldn’t spawn chunks on the entire building as a sort of optimization, also as a way to preserve intact ruins of buildings after the destructible chunks are destroyed.

I don’t know how but the nav mesh started generating on destructibles. I think I added an agent to the Supported Agents section of Project Settings > Engine > Navigation System

Not sure why it stops building. Messing around with agent height and stuff got it it rebuilding again, but only at runtime. Can’t see navigation in editor. Also had to check “Force Rebuild On Load“ under Project Settings > Engine > Navigation Mesh > Runtime. So that navmesh would be forced to rebuild when level loads.