I built my building destruction system using Apex Destruction in UE 4.26
Learning how to create custom destructible chunk collisions was crucial in the process:
These are the destructible mesh’s settings:
In my house BP, I use OnComponentFracture on each destructible mesh component to perform VFX, SFX and health deduction of the house.
I use this little snippet to reset destructibles to default when rebuilding. It’s a bit poppy but with a small destructible size and with the scaffolds up, it works out good enough for me:
One crucial aspect of my system is that a static mesh base is required for the destructibles to anchor to, top part is the BP containing destructibles and bottom part is a static mesh. The static mesh cannot be part of the BP, it must be part of the world:
I’m guessing the same methodology would apply to Chaos Destruction too but being in 4.26, I don’t have access to it.



