ShatterKit Pro is an Unreal Engine plugin for runtime boolean destruction. It is built for gameplay use cases where a tool mesh hits a target mesh, removes or intersects volume, splits disconnected islands, and can spawn small GPU-friendly debris while keeping multiplayer traffic compact.
This repository contains public documentation only. It does not include plugin source code, plugin binaries, private package links, or marketplace submission files.
- Runtime boolean operations: subtract, union, and intersect.
- Blueprint-friendly
RequestDestruction (Hit)workflow for gameplay tools and destructible targets. - Zero-prep runtime CSG workflows that do not require prechunking or a prepared destruction Data Asset.
- Automatic island splitting after destruction.
- Optional small debris generation through explicit Blueprint policies, with impact-aware target-material selection.
- GPU-instanced debris rendering paths for repeated small fragments.
- Authored transform arrays and exact per-instance destruction for ISM/HISM and ShatterKit instanced dynamic meshes.
- Replicated runtime destruction with compact events, target-local island attachment, and deterministic client-local detached-piece animation.
- Async and queued operation support with reliable deferred-event resume for repeated hits.
- A five-map customer-facing sample set covering Destruction Lab, Shatter Rush ASMR, Nanite conversion, Explosion Film, and Blueprint/PCG LargeScale Level Design.
- Supported target platforms in the plugin descriptor: Win64, Android, and Linux.
- Quick Start
- Blueprint Workflow
- Large-Scale and Zero-Prep Workflow
- Editor Mode
- Networking
- Debris and Instancing
- Performance and Packaging
- Frequently Asked Questions
- Release Notes
- Support
ShatterKit Pro v0.3.4 is packaged as an Unreal Engine code plugin and depends on these Unreal Engine plugins:
- GeometryScripting
- GeometryProcessing
- EnhancedInput
- ProceduralMeshComponent
- PCG
The Fab project file for each supported engine version must be built with the matching Unreal Engine version and optional platform SDKs.
Most runtime workflows have two roles:
- Target: the mesh that can receive destruction.
- Tool: the volume used to apply the boolean operation.
In gameplay, a hit request normally carries impact data, a tool transform, operation settings, and optional debris behavior. The server can replicate compact destruction events, while clients apply the same deterministic runtime operation locally.
- Publisher: AkaSoft
- Company: AKASOFT BILISIM YAZILIM ELEKTRIK ELEKTRONIK SANAYI VE TICARET LIMITED SIRKETI
- Website: https://www.akasoft.com.tr/
These docs cover the public v0.3.4 feature set and will be updated as the Fab listing and plugin releases evolve.