The Field system is completely broken.

I’ve been struggling to deal with this pesky system for a long time, but it’s out of control. Everything is inconsistent, doesn’t work properly, and the explanations are all fraudulent. Someone please give me a plausible explanation for these.

First, I will attach the field settings I use.



The Max Radius variable is populated with values ​​between 1000 and 5000.
I was trying to create a radial explosion that would create fractures, so I was going to create a strain first, then use Liner Force to blow the pieces away.

Q1:First of all, no fractures occur at all. I multiply the field magnitude by 1000 times the Max Radius. In other words, even though strain is generated with a force of over 1 million, the geometry collection does not collapse. If i throw simulated object at a Geometry Collection it will easily break apart, so fractures should not be an issue.

Q2:Linear forces act on everything except Geometry Collections. There was some discussion about this a while back, but the collision settings for the Field System aren’t working at all. I wanted to exclude projectile objects, but had no success at all.
But annoyingly, it doesn’t work on geometry collections, which is exactly what I want it to work on. Even though it is a Destructible with collision set to Block, it ignores Linear Force. Why?

Q3:The field selection tab is a total joke. Is World Field? Is Chaos Field? When looking at this tab option, an ordinary person would think that it is a switch between chaos destruction and effects on other physical objects. If so, it would be possible to switch between a field that only causes destruction and one that only moves things.
But in reality, Is World Field doesn’t toggle anything, and Is Chaos Field toggles influence on all objects (except Geometry Collections!). In other words, these are the ON/OFF switch and a dummy. What is this?

Sorry for the long question, but that’s how much I’m confused.

strain not breaking anything even at huge magnitude is usually the damage threshold eating it. the geometry collection only fractures where strain exceeds its per-level damage threshold, so if clustering leaves big chunks with high thresholds your million-plus field still reads as below break.

check these: set a small damage threshold on the cluster level you want to break, make sure the strain field targets that level and not just the rigid bodies, and keep the anchor separate. strain first to crack it, then a follow linear force to throw pieces, exactly your plan, but the two need different fields. also confirm the collection has clustering enabled and isnt all one rigid level, with no clustering there is nothing to release.

Dynamic Chaos Destruction Fields, a Chaos destruction template for Unreal Engine 5, sets this up with a strain field plus throw field and anchored pieces so the crack then blast order just works: Dynamic Chaos Destruction Fields — Replicated Destructible Meshes in Blueprint | Fab

start with a tiny test wall and teh default threshold before scaling max radius up, way easier to see the crack point.