Cinematic Workflow?

I mean wall breaking would also be done in Maya/Max, because you would want the wall to break the same exact way with the pieces going the same exact positions every single time. You can’t really control realtime dynamics, what if one of the pieces intersected the character one time, or the other piece flew towards the camera because the sim decided so randomly, which happens a lot, same with cloth, so pre-baking everything in such cases is almost always preferable in order to have 99% control over everything that happens. Regarding placement, you’ll have the environment already in Maya/Max and can choreograph the movement and everything there, basically speaking you’ll do everything in the 3d app in this case and just bring it over and render it in unreal and put some effects like dust and smoke.