Focused reference · Unreal Engine 5.8

Destruction, Geometry Collections, and Fields

unreal-chaos-physics/references/destruction-collections-and-fields.md

Author a bounded collection

  1. Create a Geometry Collection from suitable source meshes in Fracture Mode.
  2. Fracture only to the piece scale visible/interactive in play.
  3. Cluster pieces into hierarchy levels; higher clusters simulate as fewer bodies until broken.
  4. Configure collision/size-specific data, damage thresholds, material interiors, and initial state.
  5. Anchor structural regions with construction fields or authored support.
  6. Trigger external strain/velocity with a bounded transient field.
  7. Sleep, disable, remove, or swap settled small debris according to gameplay authority.

Field types:

  • Transient: execute temporary strain/force/velocity and disappear.
  • Construction: establish initial persistent structure such as anchors.
  • Persistent: evaluate every physics tick until removed; scope narrowly because cost persists.

External Strain must exceed the relevant cluster Damage Threshold. Num Strain Hits can advance multiple cluster levels. Sleep pieces can wake from collision; Disabled pieces cannot unless explicitly activated.

Use field metadata/culling to restrict particle state, object type, position, and volume. Unbounded persistent fields can affect unintended particles and add per-tick work.

Budget unbroken collections, active bodies, contacts, constraints, break events, renderer pieces, Niagara/ audio callbacks, replication, and removal. Cache deterministic cinematic destruction when live interaction is unnecessary; Chaos Caching and AChaosCacheManager are Experimental in UE 5.8.