CGNoire, you're not talking about the
Robo Recall Chaos demo, are you? AFAIK, they never did a full breakdown of that (and never released it to the public, or had it out on the show floor.)
All of its effects systems are doable with Chaos, so I'm not questioning what was shown. (Also, it's 4 years old now so it's frustrating no game designer has gone all out in a physics showcase in a released game doing that stuff; "fun with physics" unfortunately tapered off as a type of game playground over the years, but there's always plenty of indie games in the works trying to make their own Matrix hallway sequence and maybe a good one will come out some day...) However, if you watch the Chaos unveil demo carefully, you can see where it hides the seams. The camera is on a track, either locked to a small corridor with set destructibles or it is panned to look above the horizon for complicated outdoor shots so that the debris doesn't need to be tracked hitting and bouncing and resting. And then the big finale is I would assume pre-calculated, like the bridge in Matrix Awakens.
Cool stuff, but what Chaos is doing reads as "standard" use of fractured destruction (combined with Niagara particle systems and other effects) and physical sims of weight, velocity/direction, bounce, and sleep/culling. Not that I know what I'm talking about, but I haven't read talks of Unreal Chaos being special in a specific way, and in fact some bemoaned its forced replacement of PhysX since Chaos was not as performative in its launch version. (Maybe since then it has caught up?)
...Either way, it's kind of out of the conversation here since Decima may not have a physics engine of its own per se. Guerrilla used Jolt Physics (which isn't nearly as sexy in demos as the big licensed middleware tools) for rigid body physics and collision detection in Horizon, and then Houdini or other tools to generate the game's special effects. I would assume a game development studio using Decima to make a game could use the same Jolt system or probably could plug in middleware or their own physics system.