Physics in Animation
- Explored how physics adds realism to animations, especially in scenes where objects are falling or impacted.
- Learned that applying physics makes objects react naturally to forces, adding immersion.
Exploring Unreal Engine Modes
- We usually work in Selection Mode, but this week we explored additional modes:
- Landscape Mode
- Foliage Mode
- Fracture Mode – our main focus, used to apply fractures and destruction effects to meshes.
Modeling and Fracturing Meshes
- Started with Modeling Mode to create and place basic meshes in the scene.
- Switched to Fracture Mode to break down meshes in various ways:
- Uniform Fracture – breaks down a mesh evenly.
- Cluster Fracture – creates smaller, clustered fragments, ideal for explosive effects.
- Radial Fracture – creates a point-of-impact effect, like a gunshot.
- Plane Fracture – simulates slicing, like a sword cutting through.
- Custom Fracture – allows for user-defined break patterns.
Fracturing a Cube Step-by-Step
- Selected a cube mesh to fracture.
- Generated a fracture asset:
- Went to Generate > Save in a folder > Generate Fracture.
- Enabled physics for realistic impact:
- In Details Panel, enabled Simulate Physics to respond to gravity and collisions.
- Applied Uniform Fracture mode:
- Adjusted the fracture levels to control the number of broken parts.
- Observed how one cube fractured into 20 separate pieces.

Advanced Fracture and Impact Control
- Further fractured pre-existing fractured parts to create additional detail.
- Adjusted impact strength:
- Lowered the Damage Threshold in the Details Panel to increase impact sensitivity.
- Turned off bone colours by unchecking Show Bone Colours in the Details Panel.

Nanite for Performance Optimisation
- Switched to Nanite for performance when using heavy physics scenes:
- In Chaos Physics settings, located the collection, enabled Nanite in the Content Browser, making physics processing more CPU-efficient.
Adding Material Properties to Enhance Physics
- Applied bounce and material properties to objects:
- In Details Panel > Collision > Physical Material Override, adjusted friction, density, and strength.
Scene Recording Setup
- Enabled Engine Settings to access built-in blueprints:
- Activated by ticking Show Engine Content in Content Browser Settings.
- Located Anchor and FS Master Field in the content browser, then copied them to a custom physics folder.
- Set up the scene for recording:
- Dragged Anchor and Master Field into the scene.
- Added an Initialization Field and created a Chaos Solver to simulate physics interactions.
- Added objects to the Chaos Cache Manager for precise recording.

Using the Sequencer to Capture Scenes
- Added objects to the Sequencer and set keyframes for start and end points.
- Worked with Constraint Actors to apply physics constraints:
- Added two cubes to test the constraint as an anchor point.
- Observed how one fractured cube reacted to constraints, swinging around the anchor point.

Alternative Recording with Take Recorder
- Enabled Take Recorder in Plugins and added actors for recording:
- Started simulation with Alt + S to capture real-time physics effects.
- Viewed recorded sequences in the Content Browser after recording.
Creating a Bouncing Ball
- Created a sphere and enabled Simulate Physics in Details Panel.
- Applied a custom physical material for bounce:
- Created a blueprint class called BP_Ball and added a static mesh.
- Created a physical material with customised friction and density settings.
- Applied the physical material to the sphere to achieve the desired bounce.
This week’s exploration provided a solid understanding of fractures, physics settings, and recording techniques in Unreal Engine. These tools allow us to bring more realism and dynamic effects to our animations.