I was just working with Chaos caching in 5.0.3 and it was working fine. After updating the engine to 5.1 I start having weird behaviors with the caching plugin.
-It doesn’t start unless you shoot a master field at it. This Shouldn’t be the case when it’s set to “play”.
-Once it starts it is very glitchy
-doesnt animate/does it in parts instead of a fluid animation.
I know it’s still experimental and stuff like this is to be expected but i’m kinda dependant on it to better my games performance when using Chaos destruction. And i don’t know of a better way to optimize the chaos destruction other than caching it.
Hi there,
The link is dead to the hotfix and I am still seeing the same behaviour as mentioned.
I can successfully simulate the chaos system, and can record it to the cache, however when I play it back it doesn’t fracture properly and does other weird stuff like passing through the surface it was colliding with. Am I missing something or is this still a bug? In version 5.1.0-23058290+++UE5+Release-5.1
It’s fixed in the new update, 5.1.1. The link still works but i believe you need to first register your github account to your epic games account to view the content.
Sorry for bumping this old post, but in 5.4 this behavior seems to be back. Not sure about 5.3 or 5.2, but in 5.4 Chaos Caching produces jittering and flickering chunks and also the Break or Collision Notifies don´t get cached nbor are they functional after caching.