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Lesson 286 of 8804. Advanced Input and PhysicsFree lesson

Converting Static Meshes into Geometry Collections

Learn to utilize the Geometry Collection editor to transform standard static meshes into fracture-ready assets for the Chaos physics engine.

In this lesson, you will learn how to transition your static environment props into dynamic, fracture-ready assets using the Geometry Collection editor.

Up until now, we have treated your assets as single, solid bodies. However, to introduce destruction, we must move beyond standard StaticMesh components. The Geometry Collection system is the heart of the Chaos physics engine, allowing Unreal Engine to treat a single mesh as a collection of individual "shards" that can break apart during gameplay.

The Conversion Workflow

To transform a static mesh into a destructible asset, you first need the ChaosEditor plugin enabled. Once ready, follow these steps:

  1. Right-click your Static Mesh in the Content Browser.
  2. Select Create > Geometry Collection.
  3. This creates a new Geometry Collection asset. Double-click it to open the Geometry Collection Editor.

Inside this editor, you aren't just looking at a mesh; you are looking at a hierarchy of nodes. You must apply a Fracturing Method to define how the mesh will break. For example, using the Uniform fracture method will split your mesh into a specified number of Voronoi cells.

Setting Up the Fracture

Once you select your mesh in the editor, click the Fracture tab. You can specify the "Count" (how many pieces) and then hit the Generate button. This calculates the internal geometry required for the shards.

Crucially, you must ensure your collection is set to Dynamic within the Details panel if you want it to react to physics triggers, such as the Apply Physics Damage node or projectile impacts. You can visualize the internal structure by toggling the Show > Geometry > Geometry Edges option in the viewport.

Implementation Tip

If you want to test how your new collection reacts to forces, you can drag it into your level and ensure the Chaos Physics solver is active. If your object is falling through the floor or not reacting to impacts, check your Physical Material settings—ensure the collection is configured to handle the physics impulses you defined in our earlier lessons on surface interactions.

Key Takeaway: Converting a Static Mesh to a Geometry Collection provides the underlying fracture data needed for the Chaos engine to treat an object as a set of individual, physically simulated shards.