So I made x2 sets of the same Blueprint actor, 1 is a static mesh the other is a fractured mesh. The problem i have is the fractured mesh when I apply a transparent material to the glass of the window it looks broken before i have triggered an explosion.
Is there a setting or an option so it renders without the clusters making it looked broken when i spawn it in.
Sorry no solution yet, I got some feedback which is to spawn it in with a static mesh, then when the event triggers you change it out tot he geometry collections. This is not super high on my to fix list so i am just leaving it for now, Let me know if you find anything.(AS i am worried if I do that it wont register the explosion and just place the collection fractured without physics applied.)
On another forum someone also shared a way to “fix” it with materials shaders.(I haven’t tried this yet so unsure if it helps, if you try it please let me know your results.)
If you set Rendering>Custom Render Type to GeometryCollectionISMPoolRenderer in the details of the Geometry Collection in UE5.5, the cracks will disappear. However, if you use this, it will not be fractured, so you need to control this item. Also, in UE5.5, if you fracture a Nanite Mesh, the transparency will be lost, so you need to disable Nanite.
The reason it looks broken immediately is because your fractured mesh has faces on the inside and your window doesn’t. If you were to apply an invisible texture to the inside then it will fix the issue, but it also means that your geometry won’t have inside faces when it’s shattered. The fix is to either make sure your glass is a plane with a 2-sided material before you shatter it so that it doesn’t have depth, or to simply create a blueprint that removes the original window and replaces it with your geometry collection when it’s damaged.