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Unreal Generalist: Complete Chaos Destruction Workflow
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Unreal Generalist: Complete Chaos Destruction Workflow

Learn to destroy everything in Unreal.
Last updated 6/2026
English

What you'll learn

  • Set up Chaos destruction four different ways: native Chaos, Houdini fracture, ZBrush geometry, and Blueprint physics
  • Build a grenade launcher Blueprint with traces, damage states, and impact logic
  • Create a Blueprint database tool that tags actors and manages mesh swapping automatically
  • Simulate destruction VFX in EmberGen and export for Unreal
  • Build Niagara particle systems for dust, debris, and Chaos-spawned effects
  • Randomize wall materials procedurally to avoid repetition at scale

Course content

1 section21 lectures5h 44m total length
  • Chaos Sphere12:57
  • Chaos Noise & Fields11:11
  • Grenade Start15:11
  • Grenade Bomb Field6:14
  • Concrete Wall Chaos16:53
  • Concrete Wall Houdini25:03
  • Concrete Wall Zbrush13:06
  • Rebar Bug9:13
  • Tag Actor Tool18:07
  • Data Tables14:11
  • Vertical Trace12:44
  • Embergen27:03
  • Main Explosion16:54
  • Secondary Smoke26:35
  • Sparks10:31
  • Debris24:08
  • Chaos Data17:57
  • Light13:51
  • Wall Randomization27:33
  • BP Wall Destruction9:56
  • Final Testing14:57

Requirements

  • Basic Unreal Engine 5 interface and navigation
  • Basic Houdini interface familiarity
  • No prior Chaos experience required
  • EmberGen licence required for the VFX simulation section

Description

In this course I'll walk you through a complete destruction workflow in Unreal Engine 5 — covering everything from your first Chaos fracture to production-ready VFX systems and Blueprint tooling. By the end you'll have a full toolkit of destruction building blocks you can drop into any project.

What You'll Learn


Set up Chaos destruction four different ways: native Chaos, Houdini material fracture, ZBrush sculpted geometry, and Blueprint physics sim

Build a grenade launcher Blueprint with traces, damage states, and impact logic

Create a Blueprint database tool that tags actors and manages mesh swapping automatically

Simulate and export destruction VFX in EmberGen

Build Niagara particle systems for dust, debris, and Chaos-spawned effects

Randomize wall materials procedurally for visual variety at scale


Who This Tutorial Is For


Unreal Engine 5 users who want to add destruction to their projects

Technical artists and environment artists working on cinematic or game destruction

Artists comfortable with Unreal and Houdini basics looking to level up

Not for complete beginners to Unreal Engine

Not for artists looking for a rendering or compositing workflow


Requirements

Skills: Basic Unreal Engine 5 navigation and interface familiarity. Basic Houdini interface knowledge. No prior Chaos experience required.

Technical: Unreal Engine 5.7 or higher. EmberGen licence required for the VFX simulation section.

Software and Tools Used

Primary: Unreal Engine 5.7

Secondary: Houdini, ZBrush, EmberGen


Files Included

Full Unreal Engine project including destructible wall assets, VFX systems, and all Blueprint tools.


What You'll Build

A production-ready destruction system featuring a working grenade launcher, four destruction geometry types, Niagara particle effects, and a Blueprint management tool — all inside a complete Unreal Engine 5 project.

Workflow Breakdown


Four approaches to Chaos destruction geometry

Blueprint database — damage state tags and mesh management

Grenade launcher with traces and impact logic

EmberGen VFX simulation and export

Niagara particle systems for dust, debris, and Chaos spawn


Notes and Limitations


Does not cover multiplayer replication of destruction

Not a beginner Unreal Engine course — basic UE5 knowledge required

EmberGen section requires a separate EmberGen licence

Does not cover rendering or compositing the final output

Who this course is for:

  • Unreal Engine 5 artists who want to add destruction to their projects
  • Technical artists and environment artists working on cinematic or game destruction
  • Artists looking to build reusable destruction systems and tooling
  • Not for complete beginners to Unreal Engine