For the extractor portal in our game we wanted to clearly communicate the different states (inactive, available, opening, open). We wanted to make sure that inactive portals would be recognizable as piles of rubble on the floor, without being spread all over the area.
I generated this fracture sim in houdini and exported it to Unreal using the Vertex Animation Texture workflow, and then created the particles and shaders used for the portal. I also set up all the different states in the blueprint.
In order to keep its cost low, the reconstruction animation is just the destruction animation played backwards.
Many thanks to Sean Paul Manning for his concept support
Extraction portal VFX video