I have a wall made out of little thin boxes and if one of those boxes is hit with a line trace, i want the tile to disappear and among other things i want to spawn a cached (recorded) chaos destruction, that kills itself after some time.
I know how to destroy the tile on impact and get its location. I also know how to make geometry collections and cache/record their destruction, I think the next step might have something to do with the level sequencer or some other sequencer, but i don’t know exactly what and how to do. Do I need to spawn the geometry collection and a player, or a cache manager and set it to play in the bp or spawn a sequencer, or can i turn the cache into an animation?
Any advice or links to tutorials that explain what I’m looking for would be vastly appreciated!
I have the same question. I want to generate some crates and manage their destruction with Chaos Cache.
I already cached the animation, but I can’t find a way to trigger the cached animation for a specific crate on the event (hit/overlay).
I’ve tried creating a BP from Cache Manager and/or Cache Player but I can’t find how to add my crates to the list of observed components.
I’ve seen in Epic’s example project how they manage to trigger cached animation via Sequencer and it’s fine for a single cached collection, but I don’t understand how to make it work for different instances of the same class assuming you animate them independently.
Did you find a method?
I would suggest using sequencer and binding objects at runtime. You can also offset the sequencer root by creating it with Dynamic Transform.
Check Epic’s documentation for creating sequencer with dynamic transform.
The easiest option is to replace the existing object with the level sequence and you won’t need any binding at all. In case you want the exact same object, take a look at, again, Epic’s documentation on binding actor to level sequence
Hope it helps, best of luck!
I actually want to spawn multiple BPs, I think this wouldn’t work.
this method does not work, because the location changes occur after the sequence is created. The root component of the CacheManager has a static mode that cannot be changed or deleted. Also, I am not sure that it is possible to run several sequences at the same time