I’m trying to set up an actor that has one destructible object that is attached to a none destructible object. For example. a sign on a sign post, where the sign can be smashed up into pieces but the post cannot. I want to use Unreal’s Chaos fragmentation system but geometry collections are free floating so they just fall to the ground from where ever you spawn them in.
I understand that you can use anchor fields to set certain fragments to be static and that is great, but I want to avoid manually setting up an anchor for every sign in my game. I have tried a few things with no luck so far:
- I set a geo collection and anchor field as components of my actor, and set the initialization field of the geo collection both in the constructor, and begin play.
- I tried using “Set anchored by box” node on the geo collection in begin play with the same setup as above.
- I tried spawning in an FS_Anchor_Field_Generic actor at a desired transform and set the initialization field of geo collection in begin play.
None of the above have worked so far The geometry collection is still not getting anchored, and I’m not sure why.
How would you guys make an object like this with a very distinct breakable and non breakable parts, without creating a separate anchor actor for each one?