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8 rustic props that break apart in Unreal Engine 5.8. Each one is fractured by its material: the terracotta jars break into shards, the barrel splits along its staves, the crate comes apart at its boards and the cabinet glass shatters.
The props break on any standard damage in UE (point damage, radial damage, physics hits). A breaker Blueprint and a projectile are included so you can test it in the demo map right away. Each prop also has damage stages (intact, cracked, broken) as separate meshes, with a Blueprint that swaps them when hit. That gives the same result on every machine, so it works in multiplayer.
Included props:
• Terracotta jar, 0.62 m
• Small terracotta jar, 0.42 m
• Oak barrel with iron hoops, 0.95 m
• Glazed cabinet, 1.80 m, with two separate glass doors
• Rustic chair, 0.88 m
• Pine crate, 0.60 m
Contents:
• 8 static meshes and 8 Geometry Collections
• 405 fracture chunks, 30 to 83 per prop, up to 5 cluster levels
• 32 damage stage and rubble meshes
• 2 recorded collapses (Chaos cache with a level sequence)
• 19 Blueprints
• 1 master material, 44 material instances
• 18 PBR texture sets, 1024 and 2048 px
• Overview map, demo map, HTML and PDF documentation
Technical details:
• Unreal Engine 5.8 project, content only (no C++)
• Also included: FBX, GLB and Blender 5.2 files, with the fracture chunks and cluster data for use in other engines
• Real world scale, pivots at the front left bottom corner, 0.5 m grid
• Intact meshes: 820 to 5,704 triangles. Nanite on the 4 larger props, 3 LODs on the 4 smaller ones
• Custom UCX collision on every mesh and chunk
• Sockets: hinges, knobs, shelves, seat, top
• Textures: base colour, normal, ORM. Break faces have their own material
• Material parameters for weathering, tone and roughness
• Lumen, fully dynamic lighting
• Plugins (Epic, built in): Geometry Collection, Chaos Solver, Chaos Editor, Fracture, Field System, Dataflow, Niagara. Chaos Caching (Experimental) is only needed for the 2 recorded collapses.
• The props are static by default. To make one breakable, use Replace Selected Actors with its breakable version (same pivot and size).
AI was only used to help write code. All meshes and textures are made by our own procedural tools, with no AI-generated art.








