Summary
A simulation of mass change or a series of changes is a kind of art in the game world. A sufficient blueprint by developers can synchronize the physics behind the scenes. The presentation and quality of the simulation is based on the artist's efforts and madness.
Based on what you learned in this chapter, imagine that you (as a developer) try to put 50 objects on the stage. When you shoot at one, all get destroyed within a delay of a second. Also, you (as an artist) should design how and in which way the objects get destroyed and probably ask developers to make life easier with some blueprints. This great mix of developers and artists in the game design is one of the powerful aspects of Unreal Engine 4.