Destruction with physics question (Chaos vs custom)

Hey!
I am trying to make a functionality for static mesh destruction and character mesh division into parts at runtime.

I am curious about the general consensus. Should I use Chaos or simply use premade mesh parts in blender and spawn them at runtime with physics enabled?

Chaos seems to be cool, but I just don’t know how heavy it is, and how customizable it is to avoid repetitiveness

p.s my game is kind of heavy on CPU usage already

Hello there @McBlyadCykovich!

The choice here would depend on what you are trying to accomplish.

If the mesh you need to destroy is a simple one, like environmental damage, chaos will work wonders for it. But if it’s something complex, like a vehicle or a a main character, chaos can be quite taxing on the system. Meaning, a custom method would be best for that kind of assets, with the trade-off of more time invested on it.

Another factor you might want to consider, for custom methods, there are multiple approaches, and it will require experimentation, and again, time. Here’s one example:

Chaos, on the other hand, is ready to go, and with lots of docs covering it:

Still, since your project is already taxing on your PC, and there are characters involved, I would say the best approach is hybrid. Stick to premade parts and custom logic for the complex pieces, then use chaos for the simple ones.

1 Like

Hi

Chaos has a lot of tools now in recent release to have a lot of control on how to author your assets

  • Fracture editor
  • Dataflow editor
  • Export geometry collection to individual meshes
  • Export geometry collection to skeletal mesh

Here’s a list of resources I recommend to watch/read

Chaos Destruction GDC 2025 talk

GDC talk corresponding documentation page :

Dataflow talk focused on destruction

Another great talk about destruction

Hope this helps