I'm currently using the RBD DevTools, as shown in this tutorial https://vimeo.com/276130103/9fe71f678a [vimeo.com]
Right now I've had some great result creating dynamically destructible pilars in UE4 by exporting my fracturing animations as FBX skeletal meshs animations.
Now I'd like to have a pilar
that I can shoot at and see chunks exploding based on where I shoot at. To do this, I've done a basic RBD Fracture/RBD Director/RBD solver setup and I've played with the cluster options to place the fractures pieces exactly like I want them. My problem is that whatever I do, the gravity force in the RBD solver will always cause all my pieces to fall apart as soon as the animation start. What I want is to have all my pieces glueed together so that I can use specific force locations to blow off only the concerned pieces.
From all the tutorials I've seen, what I'm looking for is to setup glue constraints on my clusers, but this is done in a DOP network which I don't have as everything seems to be hidden inside the RBD solver object. I've try adding my own DOP network / Glue Constraint / Glue Adjacent stuff but I did not work as expected…
I hope that's clear, thanks a lot!

