Effect material to offset surfaces of a static mesh?

I would like to have a material that I can apply to any static mesh and then trigger a “disintegration” visual effect by splitting the mesh in its surfaces and then offset those surfaces from the pivot. Similar to an explosion. The single surfaces can not longer be connected together.

But I dont want to use Chaos (would require making a geometry collection for each mesh) or niagara particles (other shapes) for that.
The effect is similar to hitting a destroyable actor in Fortnite, where the material shakes beyond its mesh limits (no collision adaption tho).

Does anyone have a link to a tutorial or PBR setup for that?

Haha, Googles AI did the job:

  1. Use a Vertex Normal WS node (World Space) to determine the direction each surface faces.
  2. Add a Scalar Parameter (e.g., named ExplodeAmount) to control the effect.
  3. Multiply Vertex Normal WS by ExplodeAmount.
  4. Plug the result into the World Position Offset (WPO) pin of the Material.