I’ve been looking into using Chaos destruction in my UE5 project and my end goal is to have a multiplayer game where you can climb on objects (like stairs), then destroy parts of the object dynamically and still be able to climb on parts that aren’t destroyed but fall through the parts of the mesh that are no longer there (like destroying the top half of the stairs means you can walk up to the last remaining step but you can’t go all the way to the next floor).
I’ve found a lot of tutorials around chaos destruction but I can’t find anything about how to set it up to be replicated in multiplayer. I saw a brief video of someone doing it last year but no explanation how.
Anyone know of any resources that help walk folks (who aren’t network engineers) through the setup?
Bumping this with a highly relevant example of what I’m trying to do…anyone seen the promo trailer for The Finals?
Check when you start seeing buildings explode. This is a UE5 title, so I’m assuming they’re using Chaos. For clarity - what I’m trying to learn how to do is to have Chaos Destruction (and it’s dynamically updated collisions) replicated over the network for multiplayer games.
Hey not a pro here and I could be wrong. I have also been trying to do the same thing with chaos but I have not found a way to replicate it. But I do think I know of a work around, and after putting some hours in the Finales I think I know how they are doing it. I believe they are using static mesh actors and just connecting them together, when they are hit buy a explosion’s they are either released from one another, changed into a different static mesh actor, or just out right destroyed. The static mesh actor Blueprint can be replicated, so I think they are just doing some magic with that. I just got done testing some of what I think they are doing and it has been working pretty well! I haven’t stress tested it yet so I don’t know what the limits of a system like that are. Best of luck and let me know how it goes or if you end up getting chaos to work!
Hey, buddy.
I’m also trying to develop a destructibility system that is similar in quality to The Finals destructibility.
I’ve spent many days trying to get Chaos to generate proper collisions, but I’ve never had much success with it.
I mean, I need more complex collisions for things like doorways and windows than Chaos offers me.
I’m making a multiplayer FPS, so this is extremely important to me.
Can you tell me about your development in this? I also think The Finals use some sort of custom system for this, but I don’t understand how they do it.