How to enable Chaos

You don’t need to use the field system to cause destruction-- if you use geometry collections as projectiles, them hitting each other causes destruction.

Here’s a video of my first tests:

Yes! Changing the threading model made it all suddenly work for me too

I am using a compiled version P2. I changed the ThreadingModel to “Double”. Went back selected the 4 cubes. Physics> but no geometry collection. I have enabled all the necessary plugins.

This is where you create the Geometry collection now with the items (Cubes, etc) selected (In red)

How does one get the Fracture Editor to appear?

The first post in this thread shows the requirements, except for this:

ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than “TaskGraph”.

I’ll add that the project I created to test Chaos is a Blueprint project. Now, I won’t swear to it, but if you try to create a C++ project you also have to modify the <projectname>Editor.Target.cs file as well. I haven’t gotten that far to test a C++ project since BP was working for me.

To use fields you need to enable one additional plugin: FieldSystemPlugin. Field systems assets can be then created in content browser under physics category :slight_smile:

Edit: unfortunately the actual implementation of fields is not in 4.23 branch. I.e. you can create FieldSystem asset but it does nothing. Am I still missing someting or fields just didn’t make it into 4.23 prev2?

Just tried Preview 3. Still no geometry collection. The mesh editor does not show now. We are going backwards.

it’s been disabled due to it being outdated and broken. There’s another plugin called “editable mesh” that is newer and is better

I’m not entirely sure, but I believe you have to create your own that are entirely blueprint or C++ based. Would be nice to get the ones they constructed for the demo, as the api isn’t super intuitive.

same for me.

Thanks for flagging this! It’s only temporary and will be fixed. I’ll go ahead and add it to the notes for now, and will update them when it’s no longer needed.

Using 4.23 P3 from the launcher. Does Chaos work? Need a video.

Chaos currently only works if you download and compile the engine from GitHub. Follow the steps outlined in the first post of this thread to get started!

I did clean compile of P3. I have loaded all the plugins. I do not see the Fracture editor.

Did you add “bCompileChaos = true;” to the UE4Editor.Target.cs file before compiling?

, Now that we have Fracture and Geometry working, I tried enabling the “Fields” Plugin, and either it doesn’t work, or I don’t know quite how to use it and apply forces. I’m looking to do the destruction effect as seen in the RoboRecall video (though on a smaller scale) with my students. Would you have some insight on this, and/or a guide to the blueprint as in the video would be very helpful.

Thank you for all you do!

No. I take it would have to re-compile. 5 hours latter. I will wait for the finished version.

Is this OK

using UnrealBuildTool;
using System.Collections.Generic;

public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
bCompileChaos = true;
Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Shared;
bBuildAllModules = true;
ExtraModuleNames.Add(“UE4Game”);
}
}

Fantastic it worked. Need a video on how to use the Fracture editor.