Chaos Cache Spawning

Hello we are having a very difficult time getting Chaos Caches to spawn consistently. Is there a recommended way to do this? We have a boss encounter and the destruction needs to be highly controlled by the design team. So using the caches felt like the right move but we are having alot of issues getting it stood up. Any help or thoughts would be greatly appreciated

Steps to Reproduce
Create Chaos Cache try to spawn via blueprint

Hello [mention removed]​

Thank you for reaching out.

I’ve tried on my end, but I’ve failed to spawn Chaos Caches and make them controllable at runtime.

You mentioned consistency, so I assume you had some success?

Let me know what you’ve already tried, or even better, a repro project, if you have the capacity to share one.

I hope to hear from you soon.

All the best,

[mention removed]​

[mention removed]​ so what we are trying to do is have designer placed destruction caches that can fire based on specific gameplay effects. For example a fire ball hits a wall, that gets destroyed and plays back a cache(so we can reduce the impact on perf). Its not critical that we are spawning the caches at run time but it would be nice.

We got triggering working to fire the event but our attempts to try to make it more controllable and modular aren’t going as smooth. Say for example you want to have the same cache be reused in different locations and fire based on the above mentioned context. It will just fire all the caches at once. Again not sure we are doing the right workflow for this.

I’ll work on getting you a scene we can share up

It also appears that we cant control the order of playback without using a sequence which isnt ideal. Is there a way to do that in blueprint? Say for example we have modular destruction such as door collapsed and we want to play that animation in reverse[Image Removed]

Basically we are trying to make prefabs that be placed by design to allow for canned destruction. But we cant seem to figure out how to even bring a Chaos Cache Collection into a blueprint itself

Honestly even a guide on how to get the chaos caches into a BP would be really helpful so we can place logic on when the destruction events fire in a modular fashion

Just wanted to follow up to see if anyone has any ideas on the best way to go about this? Thanks so much!

[mention removed]​ Heyo. Thanks for your help we are still at it, we made some progress. But there are some odd things we are seeing. The Chaos Cache, is that expected to trigger a physics tick? It also is always ticking even after the cache plays as well?

[Image Removed]

[Image Removed]Something too setting the cache mode to static pose doesnt trigger. Only Play works

Hello [mention removed]​

I believe you need to set the ChaosCacheManager (CCM) to CacheMode: Play, StartMode: Triggered, and call either TriggerAll, TriggerComponent, or TriggerComponentByCache, instead of EnablePlaybackByCache, when you want it to run. In my tests, it worked.[Image Removed]

I think calling SetCurrentTime should be able to control a CacheMode: StaticPose CCM, but in my tests, I could not make the animation run backwards, so I’m not sure if I’m doing something wrong or if the functionality is broken.

When you mentioned spawning ChaosCaches, I assumed you meant exactly that: spawning those at runtime:

[Image Removed]This did not work for me.

That shareable project could help in better understanding your requirements.

Let me know if any of this is helpful to you.

All the best,

[mention removed]​

Hello [mention removed]​

Thank you for the added information.

You mentioned you were working on a scene you could share, so I was waiting for it.

I can also recreate the functionality from prints: just share them, and I’ll redo the BPs on my side.

I hope to hear from you soon.

All the best,

[mention removed]​