Focused reference · Unreal Engine 5.8
Destruction, Geometry Collections, and Fields
Author a bounded collection
- Create a Geometry Collection from suitable source meshes in Fracture Mode.
- Fracture only to the piece scale visible/interactive in play.
- Cluster pieces into hierarchy levels; higher clusters simulate as fewer bodies until broken.
- Configure collision/size-specific data, damage thresholds, material interiors, and initial state.
- Anchor structural regions with construction fields or authored support.
- Trigger external strain/velocity with a bounded transient field.
- 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.