Enabling Chaos in 4.25 in a C++ project

So it appears that there is a problem with enabling Chaos not just for me but many others on the forums as well. It is unclear how to properly set up the target builds because there isn’t much documentation in that aspect really.

For example, should we add the following two lines to the UE4Editor.Target.cs
bCompileChaos = true;
bUseChaos = true;

or add them to the project target build file, and use a unique Build environment as well. And what does it mean to build a unique build environment exactly. I saw the comment in the code that it puts engine binaries with the actual project and not in the engine (hence not shared) but is it all binaries? because it doesn’t compile everything with the unique setting.

Anyway this doesn’t work, it results in a correct compilation and everything but the editor doesn’t start and what i see in the output of VS is something like the picture attached:

One setting that makes it compile and the engine to open is if I set bOverrideBuildEnvironment equal to true, but this seems to be a very aggressive option according to what i saw in the code, is it fine to continue using it or am I missing something with all of this?