How to enable Chaos

Have the fps template in the 4.23.1 compiled. Would like to use fps character to destroy a GeoCollection. Oakman does it. When I use the fps the ball bounces of the GeoCollection. Help.

Hey guys,

I’m trying to incorporate Chaos into my dedicated server prototype, it all builds fine with no errors but when i run the instance and join it I cant fracture the geometry collections. it works fine in editor with 2 players and use dedicated server ticked.

Is it currently possible to cook Chaos into a dedicated server?

cheers

Did you use 4.24.2? I can’t find the source.

Im now compiling the source for 4.24.2, takes a while. ill let you know if i get chaos working on it.

I can’t get the source for 4.24.2 from github now. Very strange.

Source is always found here: https://github.com/EpicGames/UnrealEngine/releases

I get a 404 error. I have been doing this for over a year and it worked.

Make sure you sign in to github to access

@ i have compiled and run my project using chaos in 4.24.2, however it now crashes when i have a geometry collection in the level, i have submitted a bug report

this is the error dialogue i get.


Assertion failed: false
[File:D\UnrealEngine-4.24\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos/HeightField.h] [Line: 43]

anyone had any luck with this or is this going to be a waiting game?

Updated to 4.24 source build. I’m using latest VS2019 (16.4.4)
I changed the UE4Editor.Target.cs for 4.24 to include bCompileChaos, bUseChaos.
Built engine & project and made sure all plugins were enabled. In the demo, none of the buttons work but when I step on the very last button, I see the Chaos box fracture for a second but the frames drop to 0 and I have to force close. Any idea what causes this? Don’t think it’s my system but could be. Quick specs: AMD 8150 w/ Sabertooth 990FX, 32gb RAM, RTX 2060

Also does Chaos support Cut-out Fracturing? Should I continue to stick with 4.20 Blast & Apex for now? Thanks!

@Lavanaut

We encountered issues with the 4.24 version of source build and chaos, you can use 4.23 which works nicely.

I doubt its your system with the specs you have, but you never know :stuck_out_tongue:

By cut out fracturing im assuming you mean you want to cut out bullet holes from a mesh, this can defo be achieved using the fracturing tools as i have managed it, it depends on how you fracture ofc, bare in mind if you are looking to release really soon this isn’t yet production ready but will hopefully be within the year

Does chaos build works for normal physics too, or it’s just for destruction?

I’ve just compiled 4.24 with chaos following instructions from the documentation (modifying build.cs and enabling plugins), but when I try to use simple cube with physics enabled, it will not work correctly. Instead just falling on the ground it will either go through or turn in the air or stuck in some bizarre position. Also, physics constraints do nothing.

I’m having a lot of trouble with chaos in package builds. When I create a package build, the chaos objects don’t do anything. They don’t fall down or break or anything.

The log has a bunch of lines like this


[2020.02.05-18.15.18:600] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/GeometryCollectionParent_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
[2020.02.05-18.15.19:166] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/BP_SkeletonWarlordCrumble_GeometryCollection_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
[2020.02.05-18.15.19:166] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/BP_SkeletonFootmanCrumble_GeometryCollection_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
[2020.02.05-18.15.19:166] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/BP_SkeletonFootman2Crumble_GeometryCollection_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
[2020.02.05-18.15.19:168] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/BP_SkeletonArcherCrumble_GeometryCollection_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
[2020.02.05-18.15.19:197] 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/ChaosTests/Blueprints/giant_boulder2_GeometryCollection_Blueprint: Skipping import GeometryCollectionDebugDrawComponent /Script/GeometryCollectionEngine.Default__GeometryCollectionActor:GeometryCollectionDrawComponent0, depends on missing native class
BP_SkeletonWarlordCrumble_GeometryCollection_Blueprint.Default__BP_SkeletonWarlordCrumble_GeometryCollection_Blueprint_C     (class BP_SkeletonWarlordCrumble_GeometryCollection_Blueprint_C)
[2020.02.05-18.15.21:219]  0]LogStreaming: Error:         Dep C_BEFORE_S Import    29   /Script/GeometryCollectionEngine.Default__GeometryCollectionActor
[2020.02.05-18.15.21:219]  0]LogStreaming: Error:         Dep S_BEFORE_C Import    19   /Script/GeometryCollectionEngine.GeometryCollectionDebugDrawComponent
[2020.02.05-18.15.21:219]  0]LogStreaming: Error:         Dep S_BEFORE_C Import    31   /Script/

So when is chaos out of beta so we dont have to go through this massive headache?

“Normal” physics won’t work once Chaos is enabled. Jack Oakman shows how to use the current implementation to simulate static meshes on the livestream: YouTube link with timestamp

Hi Victor,
Thank you for the info. So the trick is to add static mesh simulation component to every static mesh actor you want to simulate, right? Will that be the same when Chaos is released as replacement for Physix? Or it’s a temporary workaround?

Will that make physics constraints actors work too?

Thank you.

@scha Chaos will have full parity (and more) with existing Physics in UE. The simulation component is temporary, and physics constraints etc will work as you’d expect.

I followed the instructions and downloaded the chaos demo project and built it with a fresh copy of the release branch on github. However, none of the buttons in the startup map do anything and one button on the end crashes the editor. Anyone know what’s going on?

Yes, Chaos Demo is totally broken in 4.24.

We’re aware of some issues with Chaos in 4.24. Thanks for being on the cutting-edge and helping us out during the beta!