Dynamic Initialization Fields CHAOS

Does anyone know if its possible to dynamically set initialization fields on a geometry collection ?

Possible example would be creating instanced actors with geometry collections and creating a anchor fields to go with them.

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this should do it

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Hi, could you please explain this more?
becuase this seems it’s gonna add that anchor field but where and how to control it?

I can confirm the above BP from nenko14 works. The last part where you add an initialization field to the geometry collection is the key. As for the anchor itself you can either manually place it inside the parent BP or adjust it accordingly in blueprints to suit your purposes. If you need the anchor to do something more specific you can use the “cast to” that’s already there or create a specific anchor BP that has the defaults you want.

Thanks for this tips !

Any tips if I want to modify the anchor field size, changing it via the “cast to” doesn’t work correctly, I don’t find the right way to change the size dynamically for now. The idea is to have a field at the same size of my Geometry Collection.

Unreal 5.2 Update :

"We’ve added a new way to dynamically set and remove anchors on a Geometry Collection. "
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/988-chaos-destruction

A little more explanation? I haven’t found anything so far. Help welcome :wink:

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would love information on this as well :confused: :slight_smile:

Any answers to this?

I’m currently use 5.2. How can I add or remove the anchor field?

I was able to add an AnchorField to GeometryCollection inside a BP following nenko14, but after adding the BP in the level the AnchorField does not anchor the GeometryCollection during runtime as expected. Any suggestions how to fix this?

Hello guys, I’m stuck on this problem as well: in UE5.4 I see there is a Set Anchored by Index, but I wasn’t able to use it. I’m also not sure if I need to get this piece of code in the Event Graph or in the Construction script.

It’s been a while since i worked with anchor fields.

To answer the topic of this thread. I did manage to create an actor that has anchor fields embedded in it. However I did this in C++ and it involves respawning the geometry collection physics component after you place the anchor fields.

Basically for anybody that wants to go this route. It’s kinda clunky because if you do stuff like changing transform of actor, or undo stuff via ctrl+z you need to make sure the physics are also reinitialized. Pretty much a lot of boilerplate to have (at least from my experience)

And imo considering that anchor fields dont actually give you precise control over the “chaotic physics” in the geometry collections, I believe a better way to go with this is to have placeholder spheres and when the game spawns, you replace those spheres with anchor fields (which uses the sphere radius). However this method sounds like more work and I dont think it’s gonna scale well when your game grows bigger.

I would rather forget about using Chaos Destruction and instead make a custom made destruction system via Compute Shaders. I recommend to check this series for that:

You can ofc still use chaos for lightweight stuff where you dont need too much control over the physics. Or you can mix both chaos + compute shaders , where compute shaders take more of the logic and chaos is just there to add a bit of “randomness”.

PS: you can see in the video some of the “destroyed pieces” are floating sometimes in mid air. Dont worry chaos destruction has the same issue. At least with the approach from the video , you can figure out some solution, while with chaos you need to figure out how Chaos works under the hood which is not easy.

PS: All of my experience above was on UE5.2 so maybe maybe chaos destruction got some improvements.

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