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.