How to enable Chaos

That threw me off for two weeks! lol

Just takes a long time. You can see what it is doing in the output of VS.

It does finish eventually

Wow you were right. That map took 26 minutes to load, but load it did~ !

Hey guys, when I started building the solution it started generating files, i had 70gb free at the time and it still needed more space, anyone can specify what is the max free space requirement to build it?

Checked my folders:

Engine source built completed: 111 GB
Chaos Demo build completed: 32 GB

So, at least 143 GB free + some more spare for temporary files I guess

i get a 404 error everytime i try to get source files

After copying the ChaosDestructionDemo folder to my project directory and building the demo I am getting the following error when trying to load the map:

I have a latest fetch from the repository and have successfully built the editor previously (and the editor still loads fine). Anyone have any ideas about where I went wrong?

Do not use the latest fetch from the repository. Fetching will probably work fine at the day of the release, but probably not later. Click on the releases link and there you will see every single individual release, including hotfixes (https://github.com/EpicGames/UnrealEngine/releases) and there you choose the release and choose the source code (zip) link to download.

Has anyone got Linetraces to work with chaos? The demo from the launcher uses linetraces and they work fine (gameplay examples map)… but on a new project they dont seem to collide with choas stuff :frowning:

[UPDATE]
Of - Thanks to dantreble on the UE Discord

In order to use linetraces you must build the engine with:

    bCustomSceneQueryStructure = true;

(In addition to bCompileChaos = true; )

I downloaded version 4.23 from Github, put the ChaosDestructionDemo from both the fault and from a created project saved in my desktop into both the folder I unzipped the Github file into and the Github folder itself. Each time I try and varience of the above and run GenerateProjectFiles.bat I get this error:
GenerateProjectFiles ERROR: It looks like you’re missing some files that are required in order to generate projects. Please check that you’ve downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script.

when will this be integrated into unreal. 4.23 has been released and its still not.

If anyone was wondering why their previously compiled engine was re-compiling when compiling the ChaosDemo project, this is the reason why.

might be a good idea to add this to the setup steps.

Some more info on Linetraces (based on observation, may not be accurate), looks like only static chaos geometry can be hit by a linetrace?
eg. Appears destroyed chunks are not hit.

[Update] This is not entirely correct - I have levels where the linetraces do hit fractured chaos geometry. Same assets in same project in other level dont - so still researching.

[Last Update] So all newly created maps after adding bCustomSceneQueryStructure = true appear to work. The only map this happens on was created before the engine recompile. Assuming something stored with that map and moving on.

In summary, linetraces DO hit static and dynamic geometry.

Only leaving this here instead of deleting in case someone else stumbles into the same issue.

Literally Anyone trying to build this with a fresh install of visual studio 2019 is going to get some build errors. Tried it twice on 2 different computers with fresh installs. Turns out the latest version of Visual Studios 2019 Has some Directory errors and will not work. This has nothing to do with the Unreal Team but as it stands the instructions will not work for anyone downloading a fresh install of Visual Studios 2019 just to test Chaos out.

The only work around is to

1:go to the visual studios installer hit modify and install .Net Framework 4.6.2 Target and .Net Framework 4.6.2 SDK into your Visual studios 2019 build.

2: follow everything in the original install tutorial post but do hit build yet

3: while in visual studio 2019 select UE4 in the solutions explorer so that it is highlighted

4:go to project and open settings

5: Paste C:\Program Files (x86)\Windows Kits\NETFXSDK\4.6.2\Include\um into Include Directories and hit Apply

6: now you can build UE4

https://forums.unrealengine.com/filedata/fetch?filedataid=172557&type=thumb

If your Build is giving errors like “Cannot open include file: ‘metahost.h’: No such file or directory” This will solve your problem.

Is there anyway to create a project using 4.23 compiled in another directory that is not in the directory where the editor.exe is?
I am also creating 05 using simple floor. Put the same column, anchor, and player. When I start the level the column falls and fractures. What am I missing. Thanks.

Anyone tried geometry collections on Oculus Quest, or any android devices? It crashes after running, with error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:/UnrealEngine-4.23/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 614]

Does anyone else still not have collision between geometry collections and normal physical objects? I’m making a ball drop through a fractured mesh I made and it just phases right through.

https://thumbs.gfycat.com/RecentAridBobcat-mobile.mp4

I am having this issue as well.
https://media.giphy.com/media/fwKEtv52CoxqwEVGTr/giphy.gif

@GamesByH Same issue here, I hope someone can address this since I am not able to test Chaos properly.

This is what I did:

  • Compiled UE4.23.1 from source without any problem
  • Opened a Blueprint project that I created with UE4.23.0 “Launcher Edition” creating a copy
  • Imported a static mesh from Blender
  • Created a Geometry Collection and left all default settings
  • Fractured the static mesh

So far so good

  • Started the simulation

The static mesh completely ignores the plane I use as floor, it falls right through it and then it fractures once it touches the world floor (where the grid is).
Any of the steps I did sound familiar to you? Maybe we are doing something wrong, I thought it was because I opened a project created with a previous version of the engine, I’m going to test this asap.

I tried messing around with the Geometry Collection settings, with the detail panel’s settings, with the Chaos solver settings, no luck.

  • UPDATE *

Even creating a brand new project doesn’t seem to fix the issue, still no collision between Geometry Collections and other static meshes or physical assets.
Any advice and help will be greatly appreciated, have a lovely day!

Small test. :slight_smile: