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

