Removing Destructible Mesh 'Chunks' from World

Hi,

Is there any way to get a reference a
particular chunk in a destructible
actor ( when casting a ray for
instance). 2 - How would I go about
removing only that chunk form the
world instead of the entire
destructible component or destructible
mesh actor.

1 - You can get reference to a particular chunk via a ray trace. When using the break hit result node pull off the pin for Hit Bone Name and plug that into Print String if you want to see the result. This was my test for that.

2 - You cannot remove specific chunks from the world. Something could probably be done with code to do this, but there is not option that I am aware of included with UE4 to be able to do this.

UE4’s destruction is on par with what was capable in UDK. There are some features that are still being worked on though but nothing to this degree that I’m aware of. You would either want to implement something via C++ or look into using PhysXLabs (Standalone app, 3Ds Max/Maya Plugin) to test results.

Thank you!

Tim