---
title: Fracturing Geometry Collections User Guide
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/fracturing-geometry-collections-user-guide
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文要点），供 wiki 引用；非全文
---

# Fracturing Geometry Collections User Guide

- Fracture Mode editor mode; Geometry Collections are the asset type used by Chaos Destruction. Each fracture creates a new fracture level; Fracture Hierarchy is a tree: root bone with child bones (pieces), each with own children. Can use different tools per level; apply to whole collection or selected bones. Reset button.
- View: Explode Amount, Hide Unselected, Fracture Level.
- Common options: Random Seed (-1 random each time; fixed seed reproducible), Chance to Fracture, Group Fracture, Draw Sites, Draw Diagram, Grout (space between pieces). Noise: Amplitude (cm Perlin displacement), Frequency, Persistence, Lacunarity, Octave Number, Point Spacing (larger → fewer triangles, lower noise resolution).
- Tools: Uniform (Voronoi; min/max Voronoi sites = number of pieces), Cluster (Voronoi with sites gathered into islands), Radial (Voronoi sites radiating from center; radius, angular/radial steps, angle offset, variability), Planar (infinite plane cuts; number of cuts), Slice (cuts per X/Y/Z axis with random angle/offset), Brick (experimental; bond patterns Stretcher/Stack/English/Header/Flemish), Mesh (Static Mesh shape as cutter; single/uniform random/grid distributions), Custom (Voronoi sites pattern, freeze live sites; diagram independent of collection, rescaling gives elongated splinters).
