Game Dev Vertex Animation don't like packed piece in the second inputs in the dopnet

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Hello everyone. This is my second try to post this question. I don't see neither know where is my first post.

I have a simple voronoi fracture packed prim. The different thing I do is to pack part of the pieces together to make a big chunk that I connect to the second input of the dopnet. This way, I can make groups out of the two input and give different velocity to them. In houdini, it works great.



But when I use the Game Dev Vertex Animation to export it into Unreal, the big chunk part is offset for no reason.



If I remove the pack node before the dopnet, all is fine, but I do not have a big chunk.

My question is: Is there an other way to do this. I want the big chunk to go staight and the rest of the pieces to fall with gravity (in Unreal). I trie to understand the way glue works, without success. I added the file in the attachements.

Attachments:
houdini.jpg (53.1 KB)
Unreal.jpg (28.0 KB)
pillar_destruction_31_bug.hip (3.6 MB)

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