When the Geometry Collection Actor breaks apart, the fragments fall to the ground and cause performance issues, rather than just from the destruction itself.
I fractured a static mesh building using the Fracture tool in UE5 and recorded the simulation using Chaos Cache Manager to use it in Sequencer. However, as the debris hits the ground, the system becomes heavily burdened.
What I’m looking for is a way to select and delete specific fragments directly from the Geometry Collection Actor — ideally the small or unnecessary pieces — while still keeping the overall destruction effect.
there’s two way to get pieces to be “removed” after a while
remove on break
remove on sleep
Remove on break if the one that give you more fine control
You can define per piece how much time will pass before the piece start be removed
Go to the Fracture Editor
Go to Utilities tool section
Click on Set removal-on-break parameters icon
then select the pieces you need and set the parameters according to what you need and apply them