Any chance you would let me have the project file? Put it on Google drive. Or make a video. Did you use 4.23? Would you like money? ha.
I would like to use the fps to do Chaos destruction.
Is it only me or playing building destruction from sequencer - the last example 4.A in Geometry map - doesn’t work?
I did move Chaos assets to my own project with engine built from source. Everything else seems to work fine.
ChaosDestructionDemo is NOT on the Learn tab of the Launcher. Where is it?!?
Make sure you have tied anchorfield to the GeoCollection. I am now fracturing geoCollections created with Chaos. Doing it in both of the default levels. I will make a movie in a few days. Look at Oakmans video. I am using the shooter in Gameplay_05. Works great.
It is there. Scroll down a little and it is the 2nd project example along the list.
Just downloaded 4.23, cannot wait to start playing with chaos. Curious, is this real time fracturing? Can we implement our own fracturing?
Would love to add a radial voronoi fracturing.
You need to watch the videos (there is a Livestream from Epic made with the demo project available) and other videos from Unreal Engine Youtube channel. You will need to build from source to be able to use Chaos, since it is still in Beta. You will need to compile the Chaos Demo (VC++ project) along with the engine, following the guidelines at the start of this thread.
Would love to know if it’s possible to implement fracturing at runtime. The planar fracturing is really cool and I’d love to try to make a game with realtime slicing in the style of what was originally promised for Metal Gear Rising:
Here is a useful tidbit from learn demo example 2.G:
You can add a StaticMeshSimulation component to a regular static mesh to inject it into the Chaos solver.
It can then be configured to be static, dynamic,sleeping, etc…
This provides a mechanism for Chaos fractured geometry to collide with regular PhysX static geometry.
Also - Should we start a new forum post dedicated to Chaos Tips and Info and leave this post for setup and configuration?
I’ve made the recommended tweak of first page to enable chaos on all new project, but now it seems i’ve to add “bCompileChaos = true;” to all freshly created projectEditor.Target.cs .
Any way to automatically add this line to fresh projects?
Hey @ @dyanikoglu @
I’ve been following the thread on projectiles and thought I’d throw out my hack in case it helps. In my BP with the GeometryCollection - encase it with a volume that detects projectile overlaps and then spawns a strain field. It’s not a great solution but kinda works. When nothing breaks it’s due to my strain radius being too small. To refine this approach I’ll need to do a Chaos scene query to find the actual depth.
The StaticMeshSimulation does weird things when attached with a projectile - one of the Init functions in OnCreatePhysicsState seems to be picking the wrong component with kinematic+Simulation on. Dynamic mode does weird things to the projectile movement but creates hit events. It’s a very early cross integration to PhysX.
I think I’ll play with Chaos queries next… but I don’t really want instant projectiles or do more checks to get better behavior.
I hate this approach and I’m sure it won’t be necessary down the track. You can see reading the code they’re looking into these problems.
Hope this helps. Please share if you have a better solution
You could probably edit whatever creates projects. Not sure off the top of my head where to look. Do you create that many projects where this would save you time?
As Chaos matures, I imagine this won’t be required in future releases of UE4.
I’m having an issue with Chaos demo from Learn tab:
- I’ve compiled 4.23 with chaos, it does work, i’ve made a new project etc
- but every time i’m trying to build a Demo project from the launcher it rebuilds the whole editor
Editor is built with VS 2019.
I had to remove the module from project and it loaded fine (but obviously w/o cpp).
Currently I found two approaches to this problem.
-
Add StaticMeshSimulation component your normal physical object. Make sure simulating physics is on. If it’s a blueprint, it must be a static mesh blueprint in order to work. I failed to manually add linear force or velocity to an object that has this component, so I suppose it’s only dedicated to be used on environmental physical objects that’s not highly driven by gameplay.
-
Add “bCustomSceneQueryStructure = true;” to build target. It allows Linetrace to hit GeometryCollection objects, and it also enables collision between normal physical objects/pawns and GeometryCollection objects. The collision isn’t accurate enough which leads to penetrating or jittering, but it’s critical for Chaos system to be able to respond to gameplay events. They didn’t mention it in their live training video, but it’s in fact included in their build for Chaos demo project.
Which one is more good? 4.23 or 4.10!
thermostats
I have Chaos working great. Fracturing some of my own creations and all the ones in the Demo. I would really like to use Chaos in some of the apps(fps) that I have purchased. I am limited by the compiled version. I found no bugs.
Here is a link to 2 videos on Chaos. disable_polymer=1
I will make a video on how I did them tomorrow.
I’ve just been playing with Chaos for a bit and it’s very impressive. The only feedback I’d like to mention is that the API for fields feels rather weird to me, and unlike anything else in UE4.
Specifically:
The requirement to have a FieldSystem asset for each FieldSystemComponent seems like an implementation detail that I shouldn’t have to worry about. It doesn’t look like it gives me any additional control to be able to specify a FieldSystem manually and I think I’d like the engine to just take care of where to store that data itself (although I appreciate there might be implementation details that make that easier said than done).
It’s cumbersome and unusual that fields can only be configured programmatically. While it’s good that the API exists for flexibility, I’d like to be able to configure simple fields just by setting properties on the FieldSystemComponent in the Details panel. I’m imagining an array where you can add a field, set its type, and then configure its parameters.
Thank you, and congrats on the impressive system! I’m looking forward to making big use of it.
I’ve been unable to compile the 4.23 source and have not noticed anyone with a resolution to this issue. I follow all the steps until the compile source step. During the compile, the build fails with the following:
This is being performed on a clean, updated, Win 10 install with Visual Studio 2019. Any help would be greatly appreciated!