Based on the references I created a wall that was destructible with materials and a shader that would transition between them. The materials match those of the real world so that it can be blended seamlessly in the room
reference
originally I created a stained glass window and rigged it for destruction in unreal, but it ended up being too busy to go with the animation
it was necessary to go with a simpler window to make the character more visible. The environment itself needed to change from clean to dark and grungy while also having pieces fall away. The wainscotting destructibles are created with bulletsolver in maya and pulled in as an alembic cache to unreal. the wallpaper simulation was made using ncloth and also pulled in as an alembic cache.
an mpc was created so we could control it all in the same area in the sequencer