# Procedural mesh destructible

**URL:** <https://forums.unrealengine.com/t/procedural-mesh-destructible/84861>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [February 9, 2017, 2:09pm UTC](https://forums.unrealengine.com/t/procedural-mesh-destructible/84861 "2017-02-09T14:09:46Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Lusiogenic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lusiogenic/32/1054664_2.png) [@Lusiogenic](https://forums.unrealengine.com/u/Lusiogenic)\
**Post date:** [February 13, 2017, 10:32am UTC](https://forums.unrealengine.com/t/procedural-mesh-destructible/84861/2 "2017-02-13T10:32:04Z")

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You can do this, if you calculate the fractured meshes yourself probably using a Voronoi algorithm.  
Here’s a tutorial on procedural meshes:

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The fracturing algorithm that exists today in the engine can only be used in editor, not at runtime. They have mentioned that they want to make it so that it would work at runtime in the future, but not sure when.

So you could look at the algorithm already used in the editor and make that work in real time.

But yeah, it’s possible, depending on how much work you want to put in it. If this is a main feature of your game, it’s probably worth it to put in the time. If not, just use the built in way.

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