
Unreal Engine: Beyond Chaos | Antonio Lattanzio | NZGDC 2025
Keywords
Summary
168 words
Critical Evaluation
Value of the Information & Strength of the Argument
The talk provides valuable practical insights into implementing real-time destruction in Unreal Engine, offering a clear rationale for a hybrid approach. The speaker’s argumentation is based on personal experience and demonstrations, which adds credibility. However, the presentation is somewhat informal and lacks rigorous comparative analysis or benchmarks. The value lies in the conceptual framework and the encouragement to explore custom solutions, but the lack of detailed code or performance data limits its depth.
82 words
Title / Content Match
The title accurately reflects the content, which focuses on extending Unreal Engine's destruction capabilities beyond the built-in Chaos system.
Quality & Reliability
7/10
The speaker is a lead engineer with nearly 30 years of experience, and the talk is based on practical implementation and personal testing. However, the presentation is largely anecdotal and lacks formal citations or peer-reviewed sources, and some claims (e.g., about PhysX being open source) are accurate but not deeply verified.
Key Moments
Markers derived by PSI from the transcript: the creator did not define chapters.
- Introduction and speaker background
- Motivation: frustration with pre-baked destruction
- Overview of Chaos and its limitations
- Hybrid design philosophy and prototype demo
- Discussion of Red Faction and The Finals
- Running PhysX inside Unreal Engine 5
- Technical deep dive: Geometry Scripts and Voxel Pro
- C++ implementation and performance considerations
- Takeaways and future directions
Cited Sources
- Unreal Engine Chaos documentation — Referenced as the official documentation for Chaos.
- Voxel Pro plugin — Mentioned as a tool for voxel-based destruction.
- PhysX open source — Referenced as the open-source PhysX library.
- The Finals game — Cited as an example of a game using PhysX instead of Chaos.
- Red Faction — Cited as an early example of destructible environments.
Concurring Sources
- Unreal Engine Chaos documentation — Supports the description of Chaos features and limitations.
- PhysX open source — Confirms that PhysX is open source, as stated in the talk.
Dissenting Sources
- DICE lead tweet about Unreal Engine — The speaker mentions a tweet from a DICE lead claiming Unreal Engine cannot do destruction, which he disagrees with. No URL provided.
Contribution & Novelties
The talk presents a novel hybrid approach to destruction in Unreal Engine, combining Chaos with custom procedural methods. The speaker demonstrates a working prototype and a plugin that runs PhysX inside UE5, challenging the notion that it’s impossible. The main contribution is the conceptual framework and the encouragement for developers to explore custom solutions.
Pour aller plus loin :
- Unreal Engine Geometry Scripts — Official documentation on Geometry Scripts, which are central to the talk.
- Voxel-based destruction — Concept of voxel-based destruction, relevant to Voxel Pro.
- PhysX — Open-source physics engine, relevant to the plugin demonstration.
96 words
Radar Profile
The radar profile shows high scores in technical level and information quality, but lower in reliability due to the anecdotal nature. The speaker's expertise is evident, but the lack of formal citations and benchmarks reduces the overall reliability score.
💬 No comments were provided for analysis.