Indeed they explain that on the video: https://www.youtube.com/watch?v=iFKz…ature=youtu.be
So why is a nVidia Blast plugin in 4.22 in beta and disabled by default and nVidia replied to some people to let Epic Games complete support for it? Will it be added too despite Chaos or it will disappear ?
Anyway … from the GDC video it seems that old APEX/PhysX Destructible Meshes will be replaced with Geometry Collections new actor type along with other stuff that is part of the Chaos API to setup the simulation.
Because final production ready Chaos API is scheduled for UE 4.24 with a Q4 release unless someone can just wait and do nothing for months or use placeholders level maps … the best option remains to still use the legacy PhysX destructible meshes inside blueprints with runtime swapping code from static mesh to destructible mesh version. It shouldn’t be that hard to replace destructible meshes with all new Chaos geometry collections of the same static meshes. And when having hundreds, thousands or many more meshes to convert a batch Python script is the best approach. As long as Chaos APIs will be fully exposed to Python it should be possible to then quickly update the scripts used to generate PhysX destructible meshes versions so that Chaos geometry collections are generated instead. All the blueprints placed in a level should then be easily updated with Python script as well. That is what I am going to do (well I have to figure out how to write all the Python scripts I need to achieve that hoping to not waste too many days/weeks). Of course I hope I will be able to easily update to Chaos… at the worst I would still have the project running with the old PhysX … but indeed Chaos would be the best option if there won’t be any major issues preventing to update any Python scripts (with many thousands of meshes doing it manually would be a huge waste of time taking months for a single developer like me)