why does the destructible mesh got more than double the amount of triangles than the static mesh?

lets say i create a destructible mesh of a staticmesh that got 4000 triangles.

i then go into the destructible mesh window
then i manually load in a version of the staticmesh that is splitted in two clean parts.

the destructible mesh then get over 8000 triangles…

does the destructible mesh also contains the staticmesh? if so why? and can it be removed from the made destructible mesh (to save memory/triangles)?

Hi Larsp, I just tested this myself using the “stat RHI” and seems you are correct indeed (almost exactly double the verts for the DM).

I can only give you theories why this is happening. Since the Destructible Mesh fracture system works by assinging a bone to each fractuce and animating the bone, I guess the swapping between the undamaged to the damaged state is doing the exact thing, ie. assining a bone to the original non-damaged mesh, then making that bone infinitely small (and scaling the damaged one back to normal value) to give the illusion of a switch.

But why don’t they just replace the mesh ,instead of this bone-magic? Perhaps to save some kind of overhead. In the live stream about Destructable Mesh they say that it IS possible to make a blueprint that switches the models, and that it has been done, but it’s not the default behaviour (I don’t think they said why)