Description
This project focuses on creating a realistic explosion VFX in Unreal Engine 5, and combining it with UE5’s built-in Chaos Fracture system to simulate realistic destruction effects. The goal was to explore how to sync explosive visuals with mesh breaking behavior, resulting in a dynamic and cinematic VFX scene.
Result
Workflow Overview
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Used the Chaos System to create a pre-fractured ground mesh
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Applied a radial force field to trigger the fracture and simulate debris scattering after the explosion
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Created custom explosion VFX and smoke trail VFX for flying debris
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Controlled the entire sequence using a Blueprint-triggered explosion
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Added animation timing to present the final explosion as a cinematic moment
Chaos System
Fracture Setup – Chaos Hierarchical Clustering
1. Hierarchical Fracture Levels
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Set up multiple fracture layers:
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Level 0: Whole ground mesh
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Level 1: Break into large chunks
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Level 2+: Further subdivide into smaller pieces
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2. Clustering with Auto Mode
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Used Cluster → Auto to automatically organize fragments into levels
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Level 1: Cluster Sites = 200
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Level 2: Auto-generated from remaining pieces
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Level 3: Cluster Sites = 75
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Level 4: Cluster Sites = 50



Damage Settings for Fracture Activation
In the Details → Damage panel:
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Each Index corresponds to a fracture level
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Index 0 applies damage to Level 1, Index 1 to Level 2, and so on
Since there are 4 fracture levels, set up Index 0–3 to control how each layer reacts to impact or force
Performance Optimization
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Used Tiny Geo to merge extremely small fragments, reducing overall complexity
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Before optimization: 1500+ fragments
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After optimization: 914 fragments, significantly improving performance

Chaos System - Force Field
FS_MasterField
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UE5 Blueprint force field that applies custom directional forces to fractured meshes
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In Field Settings, enable Apply Directional Vector to push debris upward
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Adjust Magnitude to control the explosion force strength

FS_SleepDisable_Generic
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After the explosion, debris may keep shaking due to ongoing force influence
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This Blueprint helps stabilize debris by applying a sleep condition
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Set to Sleep Mode: fragments entering the field will stop simulating once below a motion threshold

Explosion VFX & Smoke Trail VFX
To create a explosion effect, the following emitters were used:
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Multiple Flame Emitters – for explosive bursts of fire
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1 Smoke Emitter – for post-blast lingering smoke
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2 Spark Emitters
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One for mid-air sparks that quickly fade out
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One for ground sparks that fall and slowly burn out
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Multiple Debris Emitters – to simulate explosive debris flying outward

In this project, I explored two ways to make one emitter follow another:
Spawn Particles from Other Emitter
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Directly spawns particles from the location of another emitter


Event Handler Method
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In the source emitter (A): add a Generate Location Event
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In the following emitter (B):
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Add an Event Handler module
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Set it to Receive Location Event from emitter A
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This allows emitter B to dynamically follow emitter A’s particle locations
