ShatterKit Pro – Zero-Prep Runtime Destruction for Unreal Engine 5

ShatterKit Pro is a gameplay-first runtime Boolean destruction toolkit for Unreal Engine 5. It lets level designers and gameplay programmers carve, cut, split, and reshape geometry during play—without requiring every wall, prop, or building module to be pre-fractured before it can be tested.

The plugin is built on Unreal Engine Dynamic Mesh, Geometry Scripting, and Geometry Processing. It combines runtime geometry operations with Blueprint-friendly requests, island splitting, configurable debris, collision rebuild controls, async queues, and network-aware destruction events.

Featured multiplayer demo — four-player destruction using a custom mesh tool:

The video shows a replicated destruction request fired from one client while the other clients reproduce the same runtime result. The destruction tool is an authored custom mesh rather than a fixed sphere or box.

Why ShatterKit Pro?

ShatterKit Pro is designed for large-scale level design and gameplay iteration. Prechunking can be useful for authored fracture workflows, but preparing every asset or Data Asset before designers can test a level creates friction. ShatterKit provides zero-prep paths that can convert eligible scene geometry when destruction is requested, while still supporting authored targets and policies when a project needs tighter control.

Use it for destructible buildings, modular façades, walls, columns, cover, doors, props, demolition objectives, cutting tools, shaped charges, sandbox interactions, cinematic sequences, and repeatable performance tests.

Core runtime destruction features

  • Runtime subtract, union, and intersect Boolean operations
  • Dynamic Mesh destructible actors with Blueprint and C++ APIs
  • Runtime Static Mesh and component conversion
  • Exact ISM/HISM instance conversion workflows
  • Sphere, box, and custom Static Mesh destruction tools
  • Deterministic disconnected-island detection and splitting
  • Keep-largest-piece and configurable small-debris policies
  • Impact-aware debris materials and simple hit impulse motion
  • Configurable Dynamic Mesh collision and rebuild behavior
  • Async and queued destruction processing
  • Network-aware destruction request and event flow
  • Instanced Dynamic Mesh rendering and conversion helpers

Blueprint-first workflow

The main RequestDestruction (Hit) Blueprint workflow includes useful defaults, so a designer can connect a projectile, trace, melee hit, explosion, or custom interaction and get an immediate result.

Editable presets expose the Boolean operation, tool shape and scale, splitting, debris, collision, impulse, and related policies. This makes it possible to create distinct weapons and environmental interactions without replacing the request pipeline. The full C++ API remains available for deeper systems integration.

Multiplayer approach

ShatterKit sends compact destruction inputs instead of continuously streaming generated mesh data and every moving fragment. Connected clients reconstruct the runtime operation from shared event data, while cosmetic detached-piece motion can remain deterministic and local. Projects can integrate the request flow with their own server-authority, relevancy, and anti-cheat rules.

Included showcases and examples

Version 0.3.2 includes 13 editable customer-facing sample maps covering:

  • Interactive target selection, aiming, firing, tool scaling, and reset controls
  • Multiple RequestDestruction presets and custom tool shapes
  • Sustained destruction and performance testing
  • Large-scale level-design scenarios with buildings and instanced geometry
  • Multiplayer destruction workflows
  • Nanite source-mesh conversion
  • Shatter Rush ASMR scoring gameplay
  • Blueprint-driven cinematic destruction sequences

The examples use ShatterKit Pro content and built-in Unreal Engine assets, so the Blueprint logic and setup can be inspected and adapted directly.

Compatibility

  • Unreal Engine 5.5, 5.6, 5.7, and 5.8 packages
  • Win64 and Android packages validated
  • Linux supported
  • Supported development platforms: Windows and Linux
  • Source-code plugin with runtime and editor modules
  • Uses Geometry Scripting, Geometry Processing, Enhanced Input, and Procedural Mesh Component functionality

Links

Questions, use cases, performance findings, and feature requests are welcome in this thread.

We will be sharing more content and also tutorials here : shatterkit playlist

multiplayer destruction and using custom mesh for destruction .