[Released] Chaos Debris Optimizer 1.1.0 — UE5 Chaos Debris Cleanup Plugin

Hi everyone,

I’ve released Chaos Debris Optimizer 1.1.0 on Fab.

Chaos Debris Optimizer is a post-destruction cleanup plugin for UE5 Chaos Geometry Collections.

It helps keep destruction scenes playable after the breakup by cleaning up stale debris through native Chaos / GeometryCollection APIs.

No custom Field System setup is required for the optimizer pipeline.
Sleep and Kill are internal cleanup stages, not Field actors you need to place in the level.

:movie_camera: Overview / Hero Video

:shopping_cart: Fab Page

:speech_balloon: Support / Discord


Main Features

• Automatic Sleep / Kill cleanup for stale Geometry Collection debris
• No custom Field System setup required for the optimizer pipeline
• Walkable proxy collision for players and AI
• Box, Sphere, Capsule, and Convex proxy shapes
• Optional convex proxy merging for dense debris piles
• NearBreak preservation for fragments around impact holes
• Z-Kill for fragments that fall below a defined height
• Control Kill safety sweep for leftover fragments
• Settle Detection for jittering fragments that never fully sleep
• Sleep Clusters behavior for safer cluster handling
• Batching & Jitter options to spread cleanup work across ticks
• 6 scenario presets
• Full Blueprint runtime control
• Built-in counters, diagnostics, and visual debug draw
• Self-contained first-person demo map included


Practical Use Cases

Cleanup after destruction
Remove inactive debris after walls, props, cover, or corridor geometry break apart.

Keep traversal working
Killed fragments can leave lightweight walkable proxy collision behind, so players and AI can keep moving through destroyed areas.

Avoid custom Field setup for cleanup
The optimizer pipeline does not require you to place custom Field System actors for Sleep / Kill cleanup logic.

Control cleanup from Blueprint
Use runtime functions, counters, events, and presets to drive cleanup from gameplay logic.

Test before integrating
The included demo map shows cleanup modes, proxy collision, presets, Blueprint API examples, diagnostics, and performance scenarios.


Presets Included

• Balanced
• Quality
• Performance
• Walkable Box
• Walkable Convex
• Mass Destruction


New In 1.1.0

KillAllResiduals() — Blueprint-callable sweep for remaining live debris
KillEverything() — unconditional cleanup sweep for kill zones / hard cleanup triggers
OnKillSweepComplete(KilledCount, bUnconditional) — event fired after explicit cleanup sweeps
• Control Kill now uses the shared scan-and-kill core
• Fixes for explicit sweep completion, duplicate same-frame sweeps, proxy counting, merged proxy cleanup, internal cluster cleanup, and processing progress accounting


Important

This is a post-destruction cleanup and tuning tool.

It does not replace good Chaos authoring, fracture setup, collision budgeting, or profiling. Initial simulation cost, fragment count, and collision complexity still need to be tested in your project.

Thanks for taking a look. Feedback and questions are welcome.