I have a question about voxel destruction in VoxelFarm Unreal implementation. How engine handle voxel destruction? Why when i cut off piece of my building it ceases to be voxel object. wtf.png 
Which functionality i need to use to avoid this problem. Does this functionality exist in your engine?
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Standalone fragments are converted to mesh and stop being part of the Voxel dataset.

This is by design. Allowing edits on fragments is something we are working on, but this requires additional storage and complexity in all edition tools as each fragment will have an unique spatial transform.
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