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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

  1. Used the Chaos System to create a pre-fractured ground mesh

  2. Applied a radial force field to trigger the fracture and simulate debris scattering after the explosion

  3. Created custom explosion VFX and smoke trail VFX for flying debris

  4. Controlled the entire sequence using a Blueprint-triggered explosion

  5. Added animation timing to present the final explosion as a cinematic moment

Chaos System

Fracture Setup – Chaos Hierarchical Clustering

1. Hierarchical Fracture Levels

  • Set up multiple fracture layers:

    • Level 0: Whole ground mesh

    • Level 1: Break into large chunks

    • Level 2+: Further subdivide into smaller pieces

​2. ​​​Clustering with Auto Mode

  • Used Cluster → Auto to automatically organize fragments into levels

  • Level 1: Cluster Sites = 200

  • Level 2: Auto-generated from remaining pieces

  • Level 3: Cluster Sites = 75

  • Level 4: Cluster Sites = 50

chaos system_2.png
chaos system_1.png
chaos system_3.png

Damage Settings for Fracture Activation

In the Details → Damage panel:

  • Each Index corresponds to a fracture level

  • 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

  • Used Tiny Geo to merge extremely small fragments, reducing overall complexity

  • Before optimization: 1500+ fragments

  • After optimization: 914 fragments, significantly improving performance

Chaos System - Force Field

FS_MasterField

  • UE5 Blueprint force field that applies custom directional forces to fractured meshes

  • In Field Settings, enable Apply Directional Vector to push debris upward

  • Adjust Magnitude to control the explosion force strength

fp_masterfield.png

FS_SleepDisable_Generic

  • After the explosion, debris may keep shaking due to ongoing force influence

  • This Blueprint helps stabilize debris by applying a sleep condition

  • Set to Sleep Mode: fragments entering the field will stop simulating once below a motion threshold

fs_sleepdisable_generic.png

Explosion VFX & Smoke Trail VFX

To create a explosion effect, the following emitters were used:

  1. Multiple Flame Emitters – for explosive bursts of fire

  2. 1 Smoke Emitter – for post-blast lingering smoke

  3. 2 Spark Emitters

    1. One for mid-air sparks that quickly fade out

    2. One for ground sparks that fall and slowly burn out

  4. Multiple Debris Emitters – to simulate explosive debris flying outward

fracture&explosion emitters result.png

In this project, I explored two ways to make one emitter follow another:

Spawn Particles from Other Emitter

  • Directly spawns particles from the location of another emitter

2 methods to realize the particle follow_1.png
2 methods to realize the particle follow_event handler.png

Event Handler Method

  • In the source emitter (A): add a Generate Location Event

  • In the following emitter (B):

    • Add an Event Handler module

    • Set it to Receive Location Event from emitter A

  • This allows emitter B to dynamically follow emitter A’s particle locations

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© 2021 by  Yicheng Lu.

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