Skip to content

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

11 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

ShatterKit Pro Documentation

ShatterKit Pro thumbnail

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.

Highlights

  • 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.

Documentation

Requirements

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.

Core Concepts

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

  • Publisher: AkaSoft
  • Company: AKASOFT BILISIM YAZILIM ELEKTRIK ELEKTRONIK SANAYI VE TICARET LIMITED SIRKETI
  • Website: https://www.akasoft.com.tr/

Documentation Status

These docs cover the public v0.3.4 feature set and will be updated as the Fab listing and plugin releases evolve.

About

Public documentation for ShatterKit Pro, an Unreal Engine runtime destruction plugin.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors