Hi,
I observed a difference of behavior between the fieldsystemcomponent/global-AddTransientField and the gc/targeted-AddPhysicsField:
If a GC is partially destroyed by a global field, then a second global field is applied, both are applied as expected
If a GC is partially destroyed by a targeted field, then a second targeted field is applied, the second has no effects (unless the field overlap the gc entirely ?)
In the provided example project, there are the 4 combinations of flat/clustered GC with global/targeted field, with 2 custom MasterField on each. I modified the FS_MasterField as “FS_MasterField_Targeted” to apply only “Dynamic State” and “External Strain” (and skip all others), with a boolean parameter “Global Fields” to switch between FieldSystemComponent->AddTransientField and GeometryCollectionComponent->AddPhysicsField (with the “Target Actor” provided as parameter) to illustrate the behavior.
I used “GC_ChaosPrim_Cuboid_Convex_NoiseGrout” provided with content example, clustered and flattened (in case that had an influence)
To ensure it wasn’t an issue with the second field setup, I tried unchecking “Field Active” on the first one, and in that case the second behave as expected, destroying part of the GC
We are currently using 5.5.1, but I reproduced with 5.6 too, which was used to create the provided project (both “5.6-release” tag and the current last commit on “5.6”, f07fb656e30ea59ce28127ca209d46c80156e1f2)
While we could switch back to global field for now, we hoped having control on which GC the fields are applied to could lead to better performance and better control, considering the list of affected actor is already something we fetch to provide feedback to players ahead of destruction.
Is that a problem on chaos side, or something we are doing wrong ?
Cheers
Maxime