I’d like to use the RBD Material Fracture node to create 3 levels of fractures – Let’s say there’s a sphere that gets fractured in two pieces (L1), then those two get further divided into two (L2) and then each of those 4 pieces gets divided into two once more, to a total of 8 (L3).
This works in UE5 only up to level 2, but not with level 3.
Here’s my level 2 setup (also attached as an HDA), I’m using a combination of
@unreal_gc_piece
and @unreal_gc_cluster
:- All primitives get
@unreal_gc_cluster = 2
to indicate 2 levels of fractures - Then selecting primitives by their
@name
notation that’s coming from the RBD fracture, I divide them into two clusters:@name=piece0-0-*
get assigned@unreal_gc_cluster = 1;
@name=piece0-1-*
get assigned@unreal_gc_cluster = 2;
However, I am unable to do this with the level 3 fracture, as the primitives need to be in multiple clusters at the same time and that doesn't seem to be possible with the current attributes.
This is the level 3 setup I’d like to achieve in UE5, where I had to cluster the leaf nodes manually:
The provided example HDAs show multiple levels of fractures, but never with the hierarchy that I'm after, where clusters would split into smaller and smaller chunks.
The documentation [www.sidefx.com] says that "Full control over the exact GeometryCollection hierarchy is not supported at this time", is this one of those cases or am I doing something wrong? If it's the former, do you have a timeline when this could be implemented?
Thanks!