# 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:** 1\
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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 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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