Best implementation of breakable object/container?

I’ve been trying to determine how to implement a container box made of multiple meshes (sides, top, base, etc), that simulates physics as single object until it sustains a certain amount of damage, making the individual static mesh pieces fall apart as separate physical objects.

Would this best (ease of implementation, performance, etc) be accomplished with physics constraints, some customized implementation of fracture, or even just swapping the mesh at the point of breaking apart?

I feel like this is simple and I’m just missing it. Thanks!

I think I solved this. It’s funny how that can happen after you spend an entire day looking into something and trying different things, but once you ask for help you immediately figure it out.

Steps taken to implement:

  1. Drag all the Static Meshes into the level at once - important that they all had the same origin offset from Blender export. So they appear in their correct positions and orientations as if they were already put together.
  2. While all the meshes are selected, switch to Fracture mode, select “New”, save the Geometry Collection wherever you want.
  3. Now the Geometry collection behaves as one until it sustains enough “Damage”.

I’m looking into implementing the damage via Blueprint instead of relying on “physical” damage as provided by the Geometry Collection class. Probably something like this:

How to damage geometry collection with blueprint? - Programming & Scripting / Blueprint - Epic Developer Community Forums (unrealengine.com)

Thanks for reading.

Hey, not sure if you are still on this one.
If you simply want it to fall apart, then he way I did it, is by wrapping the Geometry Collection into a simple blueprint, and implemented a function that sets the Damage treshold to an array with only a 0 for treshold. This automatically takes everything apart.
Like so:

BreakApart is my custom function for it, which I can call anytime.
Now, my trigger is a click, so when I click it, the pot falls apart.

I will shoot them later, not click, but you get the drill.