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PhysX Destructible not working after falling

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    PhysX Destructible not working after falling

    I have taken a couple of simple static meshes to test the destructibility in UDK and I'm having a problem.

    For instance I have a pipe, it's properly sliced up and converted to a PhysX Destructible. The first shot at the pipe will cause a slice to break off and fly away. The tube gets blown back a bit by the impact.

    After this blow back nothing will break anymore, the bullets won't even 'touch' the pipe but just pass through it and hit the floor.

    How can I keep it destructible?

    #2
    the problem is that you dont have a base in your destructable mesh, when you are creating the destructable mesh, select the bottom with a special botton and asign support chunk, and it will be OK.

    good luck!

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      #3
      Hello,
      After the latest update of UDK the option to make fractured chunks into PhysX objects has now been removed. As a result when I'm in-game the fracturing static mesh creates chunks that cannot be interacted, have no dynamic shadows and provide no collision.

      How can I create chunks that retain these properties?

      Regards

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        #4
        you cant just wait until october release for the APEX

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          #5
          I would suggest using the -08 version it's the most latest stable build for complex physx destructibles, and I found out the destructibles were bugged from the beginning , if you look on the udn unreal development network for destructibles you can see the drawbacks but I found good ways around this, even though they are a bit expensive. http://www.youtube.com/watch?v=3ekyQCK3y9Q

          that is a tutorial for making proper destructibles that are not bugged , it took me awhile to find the lines that are actually left out from the beginning !

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