ShatterKit Pro is designed for level-design iteration where destructible buildings and props can be placed, scaled, tested, and changed without preparing prechunk assets or destruction Data Assets for every revision.
Open:
/ShatterkitPro/ShatterkitPro/Samples/LargeScaleLevelDesign/Maps/LV_SKP_LargeScale_LevelDesign
The map contains an authored HISM district plus a real PCG-spawned row of five complete Blueprint buildings. A hit resolves one exact source instance, removes that instance, creates a runtime Dynamic Mesh target, and applies the selected RequestDestruction configuration.
The showcase demonstrates:
- Large HISM instance counts.
- Exact-instance conversion at the impact point.
- Custom tool mesh selection, scale, nearby-target fan-out, debris, collision, and Voronoi controls through
TestActor4. - Runtime CSG without prechunking or a required Data Asset.
- Resettable, repeatable level-design testing.
- Replicated source-instance removal and deterministic client-local detached pieces.
LMBorRMB: fire.O: open or close the configuration HUD.WASD: move.E/Q: move vertically.Shift: sprint.Alt: precision movement.- Mouse: look.
The supplied BP_SKP_LargeScale_LevelDesign, BP_SKP_PCG_RowHost, and BP_SKP_PCG_WholeBuilding assets expose the showcase as editable Blueprint content. PCG_SKP_WholeBuilding_Row uses a real PCG Create Points -> Spawn Actor graph. The reusable destruction, conversion, target, and instancing operations live in the plugin runtime; showcase input and presentation remain in Blueprint.
For a production level:
- Place ordinary Static Mesh, ISM, or HISM content.
- Register targets with the Target Manager when the project requires group policy or strict target filtering.
- Obtain a gameplay
Hit Result. - Start from
Make Request Destruction Presetor edit anFSKitRequestDestructionConfig. - Call
RequestDestruction (Hit). - Measure queue, CSG, collision-cook, and rendering cost on target hardware.
bRequireRegisteredTarget can enforce authored target membership. Auto-conversion options can be enabled for workflows where eligible scene meshes should become destructible on demand.
With Affect Nearby Components disabled, only Hit.Component is processed. When enabled, candidate collection uses the custom tool mesh's actual transformed world-space bounds. The hit component is always retained even when the spatial query misses it; each candidate is then submitted to the Boolean pipeline, where a non-intersection can produce an empty/no-change result.
When an instance has non-unit or non-uniform scale, ShatterKit Pro bakes that scale into the converted Dynamic Mesh vertices and keeps the runtime actor at unit scale. Runtime CSG therefore operates on the visible pre-scaled shape instead of stretching a side impact according to the original actor transform.
The server authorizes the destruction request and replicates the compact event, exact source-instance identity, and converted baseline information. Clients perform the same CSG locally.
Detached cosmetic pieces are not replicated every frame. They use a shared event start frame, stable motion seed, fixed-step integration, and consistent source/parent collision filtering. Gameplay state such as health, score, ammunition, construction cost, and permission remains the responsibility of the game.
- HISM keeps untouched façade rendering inexpensive; only hit instances are converted.
- Prefer localized tools and conservative collision rebuilding.
- Queue bursts instead of allowing unlimited concurrent Boolean work.
- Keep cosmetic debris client-local when authoritative rigid-body interaction is not required.
- Use packaged-build profiling for real CPU, collision-cook, and rendering measurements.