ChaosCacheManager scrub in sequencer

I have a destructible wall using chaos, I have a ChaosCacheManager with the simulation recorded, but I need to be able to put it into a sequencer and scrub through the simulation so I can animate around it… Is this possible, maybe with the take recorder although I cannot seem to get that to work with the wall… Does anyone know if this is possible?

Actually, I do need help after all - I can place the Chaos Cache Manager in the sequencer and keyframe the Start time to perfectly control it in the sequencer, it plays perfectly in the editor but when I press play - to record - the chaos destruction happens from the beginning instead of using the sequencer… any ideas?

This worked for me in UE5-

  1. Place a ‘ChaosCacheManager’ actor to your level.
  2. Select the ‘ChaosCacheManager’ actor in the outliner.
  3. In details panel create a new ‘Cache Collection’.
  4. In ‘Observed Components’ add your Geometry Collection and make sure to give it a ‘Cache Name’ else the cache will not be stored.
  5. In ‘Cache Mode’ select ‘Record’ and then simulate your Chaos destruction in the viewport.
  6. After simulation ends, stop simulation and select ‘Play’ in ‘Cache Mode’.
  7. Add the ‘ChaosCacheManager’ track in the sequencer and add its ‘Start time’ track.
  8. Put keyframes for beginning and end and it should play the cache.

Hope this helps!

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Yeah, thats more or less it, but after creating the ChaosCacheManager, you need to create a new blueprint with the custom class ‘ChaosCachePlayer’ and set it up the same as the ChaosCacheManager and place that in the sequencer… this will work when it comes to recording, using the manager in sequencer will not actually work with the ‘start time’ keyframe when you record or press play.

hi
I have set up the ChaosCachePlayer and the settings mimic the manager. No matter what I try the cache appears to play from the start time keyframes, up until the point of render/ export. Here it always starts from play

possibly some screenshots of your outliner and sequencer?

thanks :slight_smile:

Sure thing, just check that when you scrub through in sequencer it does react so you know you’ve successfully recorded and are now playing.

In terms of the outliner set-up, change the cache mode to static Pose. See if that works :slight_smile:

Sequencer vvv

Outliner vvv

Just to add: The ‘Example Content’ project by Epic has a working example of this that you can use to dissect how it is done, that’s how I figured it out. If the solutions above don’t explain it well enough then check it out in case there’s a total other step you missed :slight_smile:

Thank you! I got it to work with your help :grin:

steps which seemed to be important (which I didn’t test rigorously) were:

  • deleting the Cache Manager from the scene
  • setting the Cache Mode on player to Static Pose (thank u)
  • Tracking the geometry collection’s location in sequencer

Although I have an issue I didn’t find a fix for, when the cache starts to play the transform location is different than for the geometry collection, and it’s quite difficult to match them up. I am very new to Unreal coming from a video background, so maybe I am being silly

anyway thank you again for helping :slight_smile:

I had this same issue as well, first, you don’t have to delete the cache manager. I don’t know if it was necessary or not but I placed the cache player and manager in the same location, in case they were using it as a transform offset (recording from one and playing from the other). Then I just recorded it again. It worked fine the second time with no transform offset when it starts playing - hope that helps

Static Pose helps. Thanks!