Skip to content

Chaos Destruction Wizard

Module: Design · Category: Destruction · Tool ID: ChaosDestructionWizard

A four-tab end-to-end destruction setup wizard. Setup & Convert turns a Static Mesh into a UGeometryCollection asset and spawns a AGeometryCollectionActor, with optional initial Voronoi fracture. Damage & Clustering configures damage thresholds and cluster levels. Field Systems spawns anchor / disable / strain field actors around the GC. VFX & LOD attaches Niagara dust/debris, configures LOD distances, and toggles audio. Quick presets cover common scenarios (glass, concrete, wood).

ℹ️ What this is and isn’t: This wizard handles all the infrastructure around a Chaos GeometryCollection — actor spawning, fields, VFX, audio, LODs. The actual fracturing patterns (Voronoi / Radial / Slab / etc.) should be done via UE’s built-in Fracture Mode after the GC asset is created. This tool spawns an initial Voronoi fracture during Convert as a starting point, but full fracture authoring lives in Fracture Mode.

Screenshot 01 — Hero shot — Wizard open on Setup & Convert tab, source mesh selected, Voronoi sites visible, viewport showing the converted GC actor.


  • Setting up a destructible mesh from scratch — handles everything except the fracture patterns themselves
  • Auditing an existing GC’s damage / cluster / field setup
  • Applying a tested preset (glass / concrete / wood) and tweaking from there
  • Pre-cinematic destruction setup — VFX + LOD + audio in one pass
  • Don’t use this for fracture pattern authoring — Fracture Mode is the right tool for Voronoi / Radial / Slab work
  • Don’t expect runtime physics tuning — this configures asset-side parameters

  1. Open the EQLabs Hub and search for Chaos or Destruction (or browse to Design → Destruction)
  2. Click the tool card
  3. Use the tab bar: Setup, Damage, Field Systems, VFX & LOD, plus the Quick Presets section

Convert a Static Mesh to a GeometryCollection.

FieldWhat it doesDefault
Source Mesh pickerStatic mesh to convert(empty)
Fracture on ConvertApply initial Voronoi during conversiontrue
Voronoi Site CountCells for the initial fracture20
Fracture SeedRandom seed0
Convert to GCCreates the UGeometryCollection asset
Spawn GC ActorSpawns AGeometryCollectionActor in the level

After convert, refine the fracture in Fracture Mode.


Configure damage propagation.

FieldWhat it doesDefault
Cluster LevelsHierarchy levels (chunks → debris)2
Cluster RadiusSpatial cluster grouping radius100.0
Damage Threshold L1First level damage threshold100.0
Damage Threshold L2Second level threshold500.0
Apply Damage SettingsWrites the values back to the GC asset

Spawn field actors that drive the destruction.

FieldWhat it doesDefault
Anchor Type comboWhich type of anchor field
Anchor StrengthAnchor field strength10000
Disable DistanceDistance at which field disables5000
Strain MagnitudeStrain field magnitude1000
Spawn Anchor / Disable / StrainToggles per field type
Spawn Field SystemsSpawns the configured field actors around the GC
FieldWhat it does
AnchorHolds chunks in place until forced
DisableStops simulating chunks beyond a distance from the field
StrainDrives directional damage / forces

Attach VFX, configure LODs and audio.

FieldWhat it doesDefault
Auto Spawn DustSpawn dust Niagara on impacttrue
Auto Spawn DebrisSpawn debris Niagara on breaktrue
VFX ScaleNiagara VFX scale1.0
LOD Near DistanceNear LOD switch1000
LOD Far DistanceFar LOD switch5000
Auto Spawn Impact SoundAttach impact audiotrue
Apply VFX SettingsConfigures the GC actor with the chosen VFX/LOD/audio

Common destruction setups in one click. Tuned for typical materials:

PresetTuned for
GlassHigh Voronoi count, low damage thresholds, tight cluster, dust + debris
ConcreteMedium Voronoi, high damage thresholds, large cluster, heavy debris
WoodLow Voronoi (planks), high strain, splinter debris
(More)Custom presets per project

Screenshot 02 — Field Systems tab — Field Systems tab with anchor / disable / strain configured, viewport showing the spawned field actors around the GC.


  1. Drop a static mesh into the picker
  2. Apply a preset (e.g., Concrete)
  3. Click Convert to GC
  4. Click Spawn GC Actor
  5. Switch to Fracture Mode in UE’s main toolbar — refine fracture patterns
  6. Return to this wizard, walk through Damage / Field Systems / VFX & LOD tabs

Per-tab parameters persist to [Project]/Saved/EQLabs/Settings/ChaosDestructionWizard.json.


  • UGeometryCollection asset — created via Convert to GC
  • AGeometryCollectionActor — spawned in level
  • AFieldSystemActor — spawned for each enabled field
  • Niagara VFX components — attached during VFX & LOD apply
  • Audio components — attached during VFX & LOD apply
  • Undo — operations wrapped in ScopedTransaction

  • Quick presets only set parameters; they don’t replace human judgment — apply, then tune to your specific source mesh
  • Fracture Mode is where real pattern authoring happens — this wizard’s initial Voronoi is just a starting point
  • Disable Distance is a perf knob — too small and you’ll see chunks stop simulating mid-air; too large and physics cost is permanent
  • Field actors must be near the GC actor — auto-spawn places them around the GC’s bounds; if you move the GC later, move the fields too

  • Niagara FX Library — for finding the dust / debris VFX this wizard attaches
  • Physics & Collision Studio (Modeling module) — for the underlying physics asset

Report an issue with this tool

Opens our feedback form in a new tab with the tool name pre-filled.