Experts help : performance question

Hey guys, working with C++

I have 2 versions of a wall

1: Regular model fbx from blender
2: Fractured to 1000 parts fbx from blender

I want the actual parts to bounce out of the wall depends on the shot’s volume (defined already in the weapon class)

For example, Bullet : Small volume will shoo out 1 -2 part from the wall, Missile: big volume around 500 parts

The question:
What is the best performant way to calculate those parts considering the existing demand?

Each part is an Instance static mesh + physics calculated using the MASS system processor?
Using somehow chaos system with this fractured imported wall?

A combination of both ?

There is very few tutorials on MASS with C++ or at all. any kind of help will make a big difference thank you !

I would use the chaos destruction system. You might be able to use Mass for this, but Epic put a ton of work into chaos destruction for lego fortnite and re-inventing the wheel with mass sounds like an edge case nightmare.

You CAN use a pre-fractured mesh, but it may be a bit of a pain for thousands of pieces. You have to import all the pieces as individual meshes, assemble them into a BP to align them, drag that into the level, then use the ‘Fracture’ tool to combine into a Geometry Collection.

Alternatively, use Unreal’s Fracture tool to fracture your original mesh.

There are a few good leaping off points for Mass/C++ out there, a few github projects, etc, but I agree it’s pretty sparse. TBH, I’ve found chatgpt 5.2 really good with mass for explanations and generating boilerplate setup.

Community mass sample:

Another one: