Release notes
Release history for Souls Destruction Framework, with engine compatibility, validation evidence and the known limitations of each version.
This page records the release history of the plugin itself. The site-wide changelog presents the same information across all GreyFox Studio products.
1.0.0 — release candidate prepared for Fab
| Version | 1.0.0 |
| Date | 2026-08-25 (5.7 package added 2026-09-09; intact physics and fall damage added to the candidate 2026-09-15; Modify Destructible, wood controls and splinters added 2026-10-01) |
| Engine compatibility | Two separate Win64 editions, verified on Unreal Engine 5.7.4 (changelist 51494982) and 5.8.2 (changelist 56702186) |
| Packages | Source-only archives — descriptor, source, content, resources and offline documentation, no precompiled binaries |
| Descriptor state | Release (beta flag removed) |
| Marketplace status | Candidate prepared for Fab. Earlier 1.0.0 packages were submitted for review on 2026-09-09; no publication date, approval or Fab certification is claimed for the current candidate |
Modify Destructible, wood controls and splinters — added 2026-10-01
- Modify Destructible: right-click a placed actor, its generated Blueprint or its source mesh,
change preset, fracture density, cuts along length, collision shape, fragility or health, and the
setup is rebuilt in place — every copy already placed in your levels updates. Blueprint graphs
and debris, projectile, audio and physics choices are kept; backups, confirmations and rollback
are the same as regeneration. Scriptable with
SDF.ModifyDestructible. See Modify Destructible. - Cuts Along Length (Wood, Wooden Crate, Wooden Furniture, Wooden Coffin): 0 to 5 cuts per
board, recorded in the manifest (
SDF-AUTH-GC-WOOD-004,SDF-AUTH-GC-WOOD-005). - Collision Shape (Wooden Furniture):
Boxes(default, unchanged) orConvexfor curved and leaning pieces. - Splinters: the wood break effect launches splinters from the struck point, up and along the swing; they collide on the Camera channel, which SDF debris ignores, so they never rest on or hang inside broken pieces; stalled splinters are removed. Splinters and chips take on the broken object’s base colour texture. See Niagara and VFX.
- Behaviour change: SDF debris (Geometry Collection pieces, debris actors, glass shards) now ignores the Camera collision channel; a spring-arm camera passes through debris.
- The manifest schema stays at version 4; older setups keep their behaviour until they are regenerated or modified.
Intact physics and fall damage
- Physics-simulated intact props by default on every new ordinary generation, all preset
families. Pick
Staticfor props fixed to the world. NewSimulatedBlueprints useASDFPhysicsDestructibleActor, whose intact mesh is the root and the collider. - Support wake: when a destructible support is actually destroyed, the simulated bodies resting on it wake and fall. Not a structural support graph.
- Simulation collision copies: a source that cannot simulate as it stands gets an SDF-owned
SM_SDF_<Name>_Simcopy with generated simple collision; the source mesh is never modified (SDF-AUTH-PHYS-001to004,SDF-REGEN-013). - Optional height-based fall damage: enabled on Ceramic (60 cm safe distance, 50 damage per
metre) and Glass Vessel (80 cm, 80 per metre) generations, off on Stone, the wood family and the
other families. Landing hits are tagged
SDF.Source.Collision.Falland go through the normal destruction rules. - Existing content is not converted silently: older profiles read
Keep Existingwith fall damage off. The editor commandSDF.MigrateToSimulatedPhysicsmigrates generated setups explicitly; the shipped demo setups are already migrated. Composite glass staysStatic. - Diagnostics:
GetEffectivePhysicsMode,SetPhysicsModeOverride,GetIntactPhysicsStatus,GetLastSupportWakeCount,GetLastFallHeightCm,GetLastFallDamageand the profile’sComputeFallDamage. - Tick: the destructible component enables its tick only while its profile turns on fall damage. Simulated intact props cost physics time, including at rest.
See Intact physics and fall damage.
Other changes in the current candidate
- Geometry Collection rest checks inspect the simulated rigid pieces; persistent Chaos debris receives low-frequency settling supervision after the initial break window. Presence and timed removal settings are unchanged.
- The wooden coffin’s thin convex panels use a smaller collision margin to reduce post-break jitter; the Stone demo collections use fitted convex collision to limit excessive scattering.
What is new since 0.1.0
- Runtime glass fracture: the
Glassdestruction mode generates shards at the moment of impact around the actual impact point — nothing is pre-baked. Tuned per profile withFSDFGlassFractureSettings; shards are persistent Souls debris by default. - Glass composite authoring: a multi-material source (a stained glass window with its stone
surround) is split automatically — structure becomes an unbreakable frame, every glass island an
independent pane on one
ASDFGlassCompositeActor. - Preserved material slots on presets, requests and manifests: a cork stopper drops whole instead of shattering with its bottle.
- Glass Vessel preset for curved glass, and a structure-aware wood family: Wooden Crate, Wooden Barrel (Semantic), Wooden Furniture, Wooden Coffin.
- Max Health in the authoring window and Batch: a positive value publishes a ready-to-play multi-hit profile without ever opening the generated Data Asset.
- Per-family break cues on the generated runtime templates, a showcase map
(
L_SDF_Showcase) built exclusively from plugin and engine assets, richer Geometry Collection launch controls, pawn-collision breaking, and a settled-debris budget. - Fixed: debris can no longer be frozen in mid-air — the cleanup guardian wakes apparently-resting debris before trusting the physics sleep state, verified by an automated Play In Editor test.
The full itemised list is in the changelog.
Validation evidence
Validated in the plugin’s own automation suite inside a real Unreal Engine project, including Play In Editor tests that exercise real Chaos and the runtime glass path: glass authoring and composite splitting, stained-glass PIE break (panes shatter, frame survives, persistence honoured), Max Health profile publication, semantic barrel acceptance, and the mid-air debris settle regression test. Editor and game targets build clean on Win64 Development. A content dependency audit reports zero references outside the plugin and the engine.
For the current candidate, recorded BuildPlugin Editor, Game Development and Game Shipping checks used UE 5.7.4 and UE 5.8.2 on Win64, and targeted automated physics tests ran in disposable buyer-style projects. These checks do not validate every renderer, hardware configuration or buyer project, and a local build or passing test is not a claim that marketplace installation, visual, provenance and submission review are complete.
0.1.0 — pre-release
| Version | 0.1.0 |
| Date | 2026-08-13 |
| Engine compatibility | Unreal Engine 5.8 (validated on 5.8.1) |
| Planned compatibility | Unreal Engine 5.7 — targeted for the public release, not validated yet |
| Descriptor state | Beta version |
| Marketplace status | Not published |
Scope of this version
The runtime framework and the editor authoring pipeline are both feature-complete for a first release:
- destruction core, states, outcomes and results;
- health, resistance and the power gate;
- Geometry Collection and Swap-and-Scatter presentation with automatic fallback;
- world budgets and diagnostics;
- melee, collision and projectile hit senders;
- radial destruction and bounded chain propagation;
- audio, Niagara, damage stages, decals and hit reactions;
- generic loot hook;
- authoring with presets, validation, protected regeneration and batch processing.
Validation evidence
Validation is run in the plugin’s own automation suite inside a real Unreal Engine project, including Play In Editor tests that destroy generated setups through real Chaos.
| Check | Result |
|---|---|
| Full automation regression | 98 / 98 pass |
| Batch tranche acceptance tests | 10 / 10 pass |
| Regeneration tranche acceptance tests | 7 / 7 pass |
| Game target build (Win64 Development) | Succeeded |
| Editor target build (Win64 Development) | Succeeded |
Architecture audit results for the 0.1.0 source: no project-specific includes, no
GetAllActorsOfClass, no Actor or component tick enabled by the plugin at that version, and no
runtime dependency on editor modules. (Since 1.0.0 the destructible component enables its tick while
a profile turns on fall damage.)
Known limitations
- Network replication is not implemented or validated.
- Batch processing is sequential and synchronous; a single expensive fracture occupies the editor thread until it completes or rolls back.
- One shared preset and option set applies per batch; there is no per-mesh semantic auto-classification.
- Batch Generate supports the automatic Geometry Collection path only; bespoke Swap-and-Scatter fragment extraction is not implemented.
- Ownership fingerprints are package-level, not a property-by-property semantic diff.
- Legacy manifests (schema below version 3) require explicit adoption before regeneration.
- Regeneration backups are local under
Savedand complement, rather than replace, source control. - Batch progress is coarse-grained per asset, because the Geometry Collection backend exposes no granular fracture callbacks.
- Chaos simulation is not claimed to be bitwise deterministic.
Version numbering
Until the first published release, the version in the plugin descriptor is the authoritative one. Compatibility statements on this site always name the exact engine version that was validated, never a range that was merely assumed.
Upgrade notes
There is no earlier public version to upgrade from. When upgrading between future versions:
- Read the changelog entry for every version you are skipping.
- Take a source-control snapshot.
- Run Validate Destructible on a representative setup before running a batch across a library.
- Regenerate only the setups that validation flags.
Last updated: 2026-10-01