In this tutorial, you will learn how to create real physics based destructible objects in Unreal Engine 5 using the Chaos Destruction system and Geometry Collections.
We are not using a health system.
We are not calling Destroy Actor.
We are building true Chaos fracture driven by radial impulse and strain.
In this video you will learn:
• The architectural difference between destroyable and destructible objects
• How to create a static mesh using Modeling Mode
• How to convert a mesh into a Chaos Geometry Collection
• How to configure Damage Threshold properly
• How to enable Damage from Collision
• How to drive fracture using Apply Radial Impulse
• How to tune Radius, Strength, and Strain based on object scale
• Why large objects require different impulse values than small props
• How to avoid physics instability by adjusting collision presets
We will also break a destructible wall and demonstrate why Chaos destruction is scale dependent.
If you are building a weapon system, shooter game, AI combat system, or interactive environment, this is the correct way to implement real physics driven destruction in Unreal Engine 5.
This episode is part of a larger modular Unreal Engine series covering AI systems, weapon systems, health components, and destruction workflows.
GitHub Repository for this series:
https://github.com/rambod/AIUnreal
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Chapters:
00:00 Introduction to Chaos Destruction
00:21 Correcting Architecture and Separating Destroyable from Destructible
02:45 Creating and Fracturing a Geometry Collection Mesh
06:17 Creating and Configuring the Geometry Collection for Destruction
09:06 Applying Damage and Strain to Geometry Collections
14:38 Testing Chaos Fracture in Gameplay
17:05 Tuning Destruction for Different Object Scales
HASHTAGS:
#UnrealEngine5
#ChaosDestruction
#UE5Blueprint
#GeometryCollection
#GameDevTutorial
#UnrealEngineChaos