chaos destruction and gameplaygraph plugin

Hi, i have watched this video YouTube [Image Removed]

talking about connection between geometrycollections.

I’m curious about how this GameplayGraph plugin is associated with the UClusterUnionComponent. In Chaos, the UClusterUnionComponent automatically connects particles from two GeometryCollectionComponents through overlap detection. What kind of connections does the GameplayGraph control, and where its connect relation comes from? We’re also considering ways to connect multiple GeometryCollectionComponent s. It seems GameplayGraph provide another way to establishing connections in a controlled way.

Hi,

The connectivity graph described here was used to store, serialize and restore graph relationships without needing to rebuild them on-the-fly for each session. It also handled connections to a structure for objects that weren’t geometry collections. The graph allowed for quick lookup for islands and supports and could handle event routing for gameplay purposes - informing systems when the state of graphs changed.

Benn.

In the attached slide the connectivity graph links geometry collection components as the vertices together into a graph that can be used to rebuild a cluster union and yes can be serialized in order to store that connection information.

Thanks Benn~

So the origional state of connectivity graph above is coming from the the edge(connection between particles) and verticles (particles) of geometry collections, and as a basic data structure to serialize the geometry collection’s states ? we are considering some tools to edit the connections between GeometryCollectionComponents manully. maybe need some other way.

I got it, thanks Benn~