I’m working with disable fields to disable Chaos destruction, but the fields also affect other physics actors like the ragdol on player death (it disintegrates the body parts) and on barrels that fall over. How can I set the field so it will only affect Chaos geometry collections? I tried changing the Collision settings in the disable field but it doesn’t seem to work.
@Ezekiel88 The default sleep / disable blueprint affects everything that’s rigid by default. Clone the master sleep / disable blueprint and add set meta data filter to the add transient field. This way you can pick object type you want it to affect in this case you want to pick the destructible type. As long as that’s the object type you have the destruction asset for. Then you can say, only want it to affect say only destruction assets that are currently only dynamic… if you wanted.
Thanks @JKendallVFX, I’ve got everything set up except I can’t find where I can set the field object type for the destruction asset. How do I set this?
EDIT: So I checked the reference guide and the destruction type should target all GeometryCollections, but it doesn’t work.
You set the object type on the collision presets in the details panel of the object. Then here in the default settings if you say added the set meta data filter etc. You can tell it here that you want it to only affect destruction assets and not anything that’s rigid.
Yes I tried that, but as it is a collision object type I thought it wasn’t the right type so I tried to look elsewhere. I tried again but it still doesn’t work, the chunks do not get disabled by the field with the destruction setting selected in the meta data. As soon as I reset it to “rigid” again it works, but then it also affects the other actors. I don’t know what I’m doing wrong.
Try it as a box instead of a plane your setup looks right. What version of unreal are you on? you can test this in the city demo. Drop the same blueprint into a test level with a car. Set the box to kill instead of disable. The car will stop dead in its tracks with default settings. Then set it to something other then rigid and the car will drive through it again.
I’m on 5.0.3. Unfortunately the problem with the object type set to “Destruction” is not that it doesn’t work on the rigid objects (eg, the car), but that it also doesn’t work with the Geometry Collection, which it should. It can’t discern the GC from the rest, the chunks just won’t disable with this setting, only when set to rigid.
@Ezekiel88 I just tested this on 5.03 with the city demo. It works as expected. In the post below this one I uploaded my map and the blueprint assets for you to test.
Each field placement here in the world has its object type set accordingly. You can see the field on the left is set for rigid while the other two are set for dynamic destruction. Notice how they respond correctly. See how the geo collection box stops in both the sleep and kill fields while the field on the far left the box just fell through it since its looking for a rigid type.
Now take a look at this. I changed it so now the field is only looking for active kinematic destruction chunks. See how the box is on the ground. Its a destruction asset but its because its dynamic state is set for dynamic that the field ignored it.
Check out the video. You can see the car is marked as I guess rigid since I didn’t mess with its settings at all. But you can see I can drive through the two that are marked for destruction phys type only while the far left is marked for rigid and makes me come to a complete stop. You can also see that the geo collection ignored that field and just fell.
You can also see here that I can push the one geo collection into the world right into the kill field in the middle that’s looking for dynamic destruction assets.
@Ezekiel88 I uploaded my blueprint for you. Its the standard ue5 5.03 build in the city demo.
Here is the blueprint I used for the shots above for you. It just goes into the same folder as the 3 main master field blueprints. \Engine\Content\EditorResources\FieldNodes
@Ezekiel88 also you have to remember that the plane type is of infinite bounds. So in this case I made the one kill field in the middle a plane type. It will now force everything in the world to come to a halt at that height due to it being of infinite size regardless of what it visually looks like size wise.
You can see here the box on the left that was ignoring that rigid only field, now comes to a halt at the same location as the box in the plane kill field.
honestly I’m staying away from plane types all together because of the infinite thing.
Unless you are working in a corridor type setting where you know the surface is flat and you can control when the field is active or not… its just going to cause more issues.
Hi @JKendallVFX, I found the problem. I tested your setup and it worked, and when I put your GC in my own game it worked too. So I tested a few things by creating new GC’s in different ways and I found that when the GC has more than one fracture level it doesn’t work anymore, and I couldn’t figure it out before because I made all my GC’s this way. I guess this is a bug that might be fixed in 5.1, but for now at least I can continue developing. Thanks for the incredible amount of help!
Yep I noticed this Friday in our own build doing just as you said. I noticed right after my post. @CedUE I can post this on udn, but what @Ezekiel88 is correct. Take a sleep/ disable/ kill field, add a set meta data filter to tell it to only affect active dynamic destruction types. It works until there is more then one fracture level. Take a simple cube give it 1 fracture level. Fracture level 0 of that cube ignores its collision preset marked as a destructible type and applies a “Rigid” object type to it under the hood. As soon as the object has any type of fracture levels… only the last fracture level is considered of the destruction type while the previous fracture levels are considered rigid. Even though that maybe half of it is destroyed rolling around on the floor. @CedUE this is happening in 5.03 as well as an older build of 5.1 as well. I have not had time to check the latest 5.1 build. The only time sleep/ kill fields work 100 percent of the time is to leave it marked for ALL which is not what you want since that affects as you can see cars, and anything else marked to simulate physics.
I did upload the following examples in previous post…
Having this not work as intended really makes it hard to try and keep assets in check so that performance is optimal.
@DevonPenney@CedUE Can you guys take a look at this please. I also reported this on UDN as well. Any help on this would be helpful please. Thanks Jeremy
Ya you need to go into the physics section of the actor and turn off bullet collision. Assuming you made your self a custom collision type for your bullets.