So last week i have been working on polishing the rigid body destruction simulation. It has a lot to do with the unreal niagara particle system which i never used before. Fortunately Epic provide huge documentation after each major update. Simulation is running on one niagara system with 5 modules inside of it - 3 of them are spawning debris (while coliding / breaking / and trailling a rigid body) and 2 of them spawns dust (while trailing and breaking) everything is combined and results can be seen above!
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