# Trying to set up a geometry collection and an anchor all in the same blueprint? 

**URL:** <https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [June 23, 2026, 7:23pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893 "2026-06-23T19:23:49Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![PseudoSpecter81](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PseudoSpecter81](https://forums.unrealengine.com/u/PseudoSpecter81)\
**Post date:** [June 23, 2026, 7:23pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/1 "2026-06-23T19:23:49Z")

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I’m trying to set up an actor that has one destructible object that is attached to a none destructible object. For example. a sign on a sign post, where the sign can be smashed up into pieces but the post cannot. I want to use Unreal’s Chaos fragmentation system but geometry collections are free floating so they just fall to the ground from where ever you spawn them in.

I understand that you can use anchor fields to set certain fragments to be static and that is great, but I want to avoid manually setting up an anchor for every sign in my game. I have tried a few things with no luck so far:

- I set a geo collection and anchor field as components of my actor, and set the initialization field of the geo collection both in the constructor, and begin play.
- I tried using “Set anchored by box” node on the geo collection in begin play with the same setup as above.
- I tried spawning in an FS\_Anchor\_Field\_Generic actor at a desired transform and set the initialization field of geo collection in begin play.

None of the above have worked so far The geometry collection is still not getting anchored, and I’m not sure why.

How would you guys make an object like this with a very distinct breakable and non breakable parts, without creating a separate anchor actor for each one?

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**Author:** ![RedGrimnir](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/redgrimnir/32/1054683_2.png) [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Post date:** [June 23, 2026, 10:36pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/2 "2026-06-23T22:36:14Z")

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You can do it in many ways, however the easiest approach is probably to manually fracture / cluster it.

In the Fracture tools menu, there should be Mesh Cut. You can cut your mesh, then on Level 2 or higher fracture it more with Cluster or similar tools. You can give different damage thresholds to different levels/clusters, and keep the parts you do not want to crumble with a very high threshold, or anchor the root/support part.

Alternatively, you can just divide the post and the sign into two separate mesh objects. Keep the post as a normal non-destructible Static Mesh, and make only the second mesh/sign breakable/destructible as a Geometry Collection.

Here is the tutorial by Epic Staff:

> **[Chaos Destruction - Fracture and Clustering | Tutorial](https://dev.epicgames.com/community/learning/tutorials/k84m/unreal-engine-chaos-destruction-fracture-and-clustering)**
>
> Fracture and Clustering tutorials

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**Author:** ![PseudoSpecter81](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PseudoSpecter81](https://forums.unrealengine.com/u/PseudoSpecter81)\
**Post date:** [June 24, 2026, 2:37pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/3 "2026-06-24T14:37:38Z")

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Cool, I didn’t think you could manually fracture the mesh, that could be useful but that doesn’t solve my issue. Weather the sign post is one mesh or two does not mater, I want to be able to anchor the post to the ground without using a separate anchor field actor object to do so.

In a way I’m trying to make this object spawnable.

I’ve been trying to combine a geometry collection and an anchor together into one blueprint which I think is possible but nothing I have tried has worked so far.

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<div class="post-metadata">

**Author:** ![RedGrimnir](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/redgrimnir/32/1054683_2.png) [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Post date:** [June 24, 2026, 2:54pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/4 "2026-06-24T14:54:54Z")

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You can anchor any part of the mesh directly in the Chaos fracture hierarchy.

In Fracture Mode, select the bones / clusters / hierarchy parts that you want to stay fixed, then set those as anchored / static support parts. So for a sign post setup, you can keep the post/root/support fragments anchored and let only the sign fragments break.

This way the object can still be spawnable as one Geometry Collection / Blueprint, and you do not need to place a separate anchor field actor for every instance.

This may be closer to what you want:

> **[Fracture Mode Selection Tools User Guide | Unreal Engine 5.8 Documentation |...](https://dev.epicgames.com/documentation/unreal-engine/fracture-mode-selection-tools-user-guide?lang=en-US)**
>
> Overview of the various selection tools included in the Fracture Mode.

Also related:

> [@How to set physics constraints on a Geometry Collection?](https://forums.unrealengine.com/t/how-to-set-physics-constraints-on-a-geometry-collection/2701155/4):
>
> So if there is a street lamp, with body and a lantern sererate GC, If the body breaks the lantern will fall with it, so yes. Not really, you can do many things, first you can wait for body to break then you can enable damage on the lantern so it doesn’t breaks till body broken. Or more commonly you can keep body high damage threshold and lantern relatively lower damage threshold. It’s like that in real life give or take also in some terms. Additionally you can propagate hits to both objects …

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**Author:** ![PseudoSpecter81](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PseudoSpecter81](https://forums.unrealengine.com/u/PseudoSpecter81)\
**Post date:** [June 24, 2026, 3:04pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/5 "2026-06-24T15:04:41Z")

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This is exactly what I was looking for, thanks!

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<div class="post-metadata">

**Author:** ![RedGrimnir](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/redgrimnir/32/1054683_2.png) [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Post date:** [June 24, 2026, 3:14pm UTC](https://forums.unrealengine.com/t/trying-to-set-up-a-geometry-collection-and-an-anchor-all-in-the-same-blueprint/2730893/6 "2026-06-24T15:14:21Z")

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No worries,

You can also anchor the bone if you click bones, you will see you can set static, or anchored. Also that should be doable from data flow graph too, however you can simply bind objects by a component or union cluster.
