Modify Destructible

Change how an existing destructible breaks — preset, density, wood cuts, collision shape, fragility, health — and rebuild it in place, so every copy already placed in your levels updates.

Authoring is rarely right the first time. You place a bench, swing at it in Play In Editor, and it snaps into too many pieces, or settles badly, or should take three hits instead of one. Modify Destructible changes how that destructible breaks where it stands. You don’t delete the setup, you don’t create it again from the mesh, and you don’t replace the copies already placed in your levels.

Open it

Right-click and choose Souls Destruction > Modify Destructible…. The entry is available:

  • on a placed actor in the level — the generated Blueprint, or a child Blueprint made from it;
  • on the generated Blueprint in the Content Browser;
  • on the source Static Mesh in the Content Browser.

What you can change

The dialog opens on the setup’s current choices:

SettingShown forEffect
Presetevery setupRebuild with another authoring preset
Fracture Density (and the custom fragment count)every setupLow, Medium, High or Custom
Custom Cuts Along Length / Cuts Along LengthWood, Wooden Crate, Wooden Furniture, Wooden CoffinHow many times each board breaks, 0 to 5. See Cuts along length
Collision ShapeWooden FurnitureBoxes or Convex pieces. See Collision shape
Fragile Runtime Profileevery setupBreak on the first valid hit
Max Healthevery setupA positive value publishes a multi-hit profile; 0 keeps the family default

The lines under the settings list exactly what will change. Apply Changes… shows the same list together with the setup’s validation, asks for confirmation, then rebuilds.

Typical uses:

  • a bench snaps into too many pieces → lower Cuts Along Length, or set it to 0;
  • a curved piece settles badly on Wooden Furniture → switch Collision Shape to Convex;
  • a crate should be sturdier → raise Max Health, or turn Fragile off;
  • a prop was made with the wrong family → pick another Preset.

What is kept

  • The Geometry Collection, the destruction profile and the Blueprint are rebuilt in place and keep their paths: every copy placed in your levels picks up the new result, and external references stay valid.
  • Blueprint graphs are preserved; only SDF-managed links are repaired.
  • Debris behaviour, projectile, audio and physics choices are kept.
  • Switching preset rebuilds the prop the way Create Destructible would with that preset, including its random seed. Advanced fracture overrides tuned for the old preset are dropped.

Protections

Modify runs through the same protected path as regeneration:

  • unsaved packages block the rebuild — in-memory work is never overwritten;
  • saved manual edits to managed outputs need a second confirmation;
  • packages are backed up before replacement, and a failed rebuild is rolled back from that backup;
  • the new choices are recorded in the authoring manifest, so a later Regenerate reproduces them.

Scope limitation

A setup cannot switch between a Glass preset and another family (SDF-REGEN-014): their outputs are different kinds of assets. Create a new destructible instead. A setup published by an older plugin version must be adopted once with Regenerate Destructible… before it can be modified.

Console command

Scripts and automation drive the same path with an editor console command. Typing the command is the confirmation:

SDF.ModifyDestructible <Asset> [Preset=Name|/Path] [Density=Low|Medium|High|Custom] [Fragments=N]
                       [Cuts=0..5|Preset] [Collision=Boxes|Convex] [Fragile=0|1] [MaxHealth=N]
                       [ReplaceManual] [Exit]
ArgumentMeaning
<Asset>The source mesh, the generated Blueprint, Geometry Collection or profile, or the manifest
Preset=A built-in preset named without spaces (WoodenCoffin, WoodenFurniture…) or an asset path
Cuts=PresetReturn to the preset’s own cutting rule
ReplaceManualRequired when saved manual edits would be replaced
ExitClose the editor when the command finishes (exit code 0 on success), for command-line batch runs
SDF.ModifyDestructible /Game/Props/Generated/SDF/BP_SDF_Bench Cuts=1 Collision=Convex

It is an editor tool, not a runtime or Blueprint API.

Last updated: 2026-10-01

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