How to enable Chaos

What you mean by compiled version ? The UE from github ?

Huge news :

https://twitter.com/_Jambax/status/1…617150976?s=20

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I ge

I get the source from Github and compile it. Chaos is working great.

Hello,

[Unreal Engine 4.25 released!

](Unreal Engine 4.25 released!)

Do you know if Chaos is now working in 4.25 without crashing? Do you also know if we still need to download from Github and compile it?

Yes,you still need to build from github source to enable chaos,epic fix the crash issue,but chaos still doesn’t work at all.

After ChaosDestructionDemo 4.25 come out,I test it,no crash,works perfect.

If you enable chaos and build 4.25 from source, does it work automatically or you still need to add special components to actors?
I’m referring to normal physics, like static meshes and constraints stuff.

ChaosDestructionDemo 4.25 can’t open.stuck in 95%.

edit: this time it works perfect.

Cool! So, does it work? Like if you add some cubes to a level and check “enable physics” on those, will they just fall on the floor as expected or will they do something weird instead?

Hi folks, I’ve been playing around with chaos for 2 weeks and I used fields and stuff. It sounded very nice at the beginning but when I got into blueprints things got a bit complicated. For my at least for now, it’s not very intuitive. I am trying to make field, which would disable all GC inside of it, but make it back dynamic when this GC collides with specific object. Sleep is not good because when my object collides with GC, collisions between fragments of GC itself activates it’s own fragments and everything collapses. I need to simulate only objects which touched my specific object. Does anyone have idea how could I do it? Is there any way to access particular fragments of GC?
I managed to clone disable field and make GC sleep at the beginning, and with low threshold this field disables the GC. Now I would like to activate disabled fragments back, but only after collision.
I appreciate every idea.
Thanks

It went through the floor.

I have compiled the source for 4.25. And created the project for Chaos for 4.25. I need an explicit explanation on getting Chaos to work with 4.25. Thanks.

Victor just watched the video on April 30. Could you help with my questions?

The documented method of enabling Chaos ( editing UE4Editor.Target.cs as explained here ) just doesn’t work for me on 4.25 from Github.

When I build the engine without Chaos, everything is fine and the Editor starts normally. But when I enable Chaos and build again, this error pops up when the editor starts.

is 4.25 version auto build in Chaos plug in ? or i still need to compile in inside the github ?

I did get 4.25 to compile and Chaos is working great. It is very fast. Looks normal. Put it the launcher. It really surprised me when I clicked on modes and it appeared. Will test a lot today and give you a report. Good work Epic.

I’m getting the same thing. Using the release zip from the github site.

Sorry about that. What file did you download from Github? 4.25.0 realease.zip 377,974,428.

This one, under the releases tab on the epicgames unrealengine repo.

https://github.com/EpicGames/UnrealEngine/archive/4.25.0-release.zip

Check out this url Made video of Chaos destruction using 4.25.

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Can I ask some detailed info on how you managed to get it to compile?
Whats your build environment and process?
What windows version?
What Visual Studio version?
Are you using the release zip, or a checkout of the 4.25 branch?
What were the config changes you made to enable the chaos features in the custome build?
Any other info.