The GDC workflow is close enough to start using the fracture tool.
What is GDC?
it’s the Game Developers Conference. It takes place about a month or 2 before E3.
I am saying a video on Chaos, fracture editor, etc. would be nice.
there’s a event I believe is happening until the 31st and there’s going to be another video soon.
Current videos on Chaos that will be of help:
One of the videos are from the GDC event that were mentioned btw.
The first video is great. The menu’s are different, however. Can we get the blueprints. They are great. I am on twitter.
Hi @
Our teams have been working on a really nice Content Example type scene on the way for Chaos that includes a number of blueprints, all very well documented and commented.
4.23 is still prerelease and Chaos is preview/experimental stage, so please hang tight!
Technically, you can build your own set of BP Chaos actors as fields are an open system, but at this point, you’d be very tip of the spear; we do not have resources to support you in doing so right now.
Can’t wait.
How can I solve this problem?
I followed all steps and I get this error message when debugging, after a successful compilation.
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UnrealBuildTool.exe’ (CLR v4.0.30319: DefaultDomain) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_64\mscorlib\v4.0_4.0.0.0__b77a5c561934e089\mscorlib.dll’. Impossible de trouver ou d’ouvrir le fichier PDB.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: DefaultDomain) : Chargé ‘C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\UnrealBuildTool.exe’. Les symboles ont été chargés.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\DotNETUtilities.dll’. Les symboles ont été chargés.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System\v4.0_4.0.0.0__b77a5c561934e089\System.dll’. Impossible de trouver ou d’ouvrir le fichier PDB.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Core\v4.0_4.0.0.0__b77a5c561934e089\System.Core.dll’. Impossible de trouver ou d’ouvrir le fichier PDB.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Xml\v4.0_4.0.0.0__b77a5c561934e089\System.Xml.dll’. Impossible de trouver ou d’ouvrir le fichier PDB.
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Configuration\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Configuration.dll’. Impossible de trouver ou d’ouvrir le fichier PDB.
MacPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.MacPlatformSDK using manually installed SDK
TVOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
HoloLensPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HoloLensPlatformSDK using manually installed SDK
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
HTML5PlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HTML5PlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
LuminPlatformSDK.HasAnySDK: *** Unable to determine MLSDK location ***
LuminPlatformSDK.HasAnySDK: *** Unable to determine MLSDK location ***
LuminPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LuminPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: “C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\UnrealBuildTool.exe”
Exception levée : ‘UnrealBuildTool.BuildException’ dans UnrealBuildTool.exe
‘UnrealBuildTool.exe’ (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\mscorlib.resources\v4.0_4.0.0.0_fr_b77a5c561934e089\mscorlib.resources.dll’. Le module a été généré sans symboles.
UnrealBuildTool.Main: ERROR: No platforms specified for target
UnrealBuildTool.Main: BuildException: No platforms specified for target
UnrealBuildTool.Main: à UnrealBuildTool.TargetDescriptor.ParseSingleCommandLine(CommandLineArguments Arguments, Boolean bUsePrecompiled, Boolean bSkipRulesCompile, List1 TargetDescriptors) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Configuration\TargetDescriptor.cs:ligne 266 UnrealBuildTool.Main: à UnrealBuildTool.TargetDescriptor.ParseCommandLine(CommandLineArguments Arguments, Boolean bUsePrecompiled, Boolean bSkipRulesCompile, List
1 TargetDescriptors) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Configuration\TargetDescriptor.cs:ligne 186
UnrealBuildTool.Main: à UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:ligne 140
UnrealBuildTool.Main: à UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:ligne 477
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: 0.000]
Timeline.Print: 0.013](+0.005) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: 0.018](+0.092) XmlConfig.ReadConfigFiles()
Timeline.Print: 0.111](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: 0.111](+0.455) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.112 0.001](+0.079) Initializing InstalledPlatformInfo
Timeline.Print: 0.191 0.080](+0.000) Querying types
Timeline.Print: 0.194 0.083](+0.218) MacPlatformFactory
Timeline.Print: 0.413 0.301](+0.020) TVOSPlatformFactory
Timeline.Print: 0.433 0.322](+0.066) AndroidPlatformFactory
Timeline.Print: 0.500 0.389](+0.026) HoloLensPlatformFactory
Timeline.Print: 0.526 0.415](+0.016) IOSPlatformFactory
Timeline.Print: 0.543 0.432](+0.005) HTML5PlatformFactory
Timeline.Print: 0.549 0.437](+0.013) LinuxPlatformFactory
Timeline.Print: 0.562 0.451](+0.003) LuminPlatformFactory
Timeline.Print: 0.565 0.454](+0.000) WindowsPlatformFactory
Timeline.Print: 0.573](+0.001) DeleteJunk()
Timeline.Print: 0.574](+0.012) TargetDescriptor.ParseCommandLine()
Timeline.Print: 0.587](+0.028) <unknown>
Timeline.Print: 0.615](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: 0.618]
Le programme ‘[9464] UnrealBuildTool.exe’ s’est arrêté avec le code 5 (0x5).
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Hi I’m relatively new to the Unreal World. My question is, is the Chaos Destruction Beta enabled and ready to use in the current UE4 4.23 Preview 4, or do you have to download / compile it from GitHub with the settings that have been provided in previous posts.
It’s a little confusing as the Demo videos from Siggraph and GDC presenters sort of say it’s in the current preview and download to have a play.
I’ve downloaded the current release and enabled the appropriate plugins, but still do not see the Fracture Icons etc.
Any insight, help, pointers, are greatly received.
Thanks all.
I did download P4 from github about a week ago and compiled it with vs 2017 and it works great.
When I put a geometrycollection into a level it collapses. Using fps template with 4.23 P4. I would like to shoot it, but has all ready collapsed. how is the video coming?
You can select your GeometryCollection and change the Object Type to Sleeping. This will start the level with it sleeping, then you can apply fields and wake it up.
Why put Chaos plugins if there is no fracture editor? Use UE4 23 preview 4.
Just got this built and running! The OP got me about 99% of the way there, so thanks for the details. And thank you to everyone else for getting me the rest of the way (My Content Browser menu also does not allow for the creation of a Geometry Collection, but I was able to using the Fracture Editor Mode).
I know this is a massive moving target with lots of early and ongoing development, but looking through the new components and plugins it is unclear what is intended to be implemented. Should we assume that our version of the code could create the content and systems present in your demo?
I am hitting a few early snags:
- My Geometry Collection is setup with the default components (Chaos Physics, Physics, Collision, Chaos), but behaves oddly with objects in the default 3rd-person example map (parts fall through the world, the object instantly breaks apart and doesn’t collide with itself). Any ideas what I need to do to get it to react as I would expect?
- How do I setup and view the connection graph? Is there a strain debug view similar to what Blast had?
- I am not sure how to create a geometry collection with a pre-fractured mesh (assets from an external DCC).
I am building off the most recent 4.23 branch, am compiling with Chaos, and have the mentioned plugins enabled, with the addition of Fields. Thank you for the preview. Just getting back from SIGGRAPH, and I am looking forward to making some cool stuff!
Do you know how to get the fps to fracture the Geometry Collection? When I use the projectile it passes through the GC. Sleeping works thanks.
Hi,
Thanks , much appreciatied. Got it all working and can create the cubes and destory as in the video demo, but the next question. Are the BluePrints supposed to be available such as FS_AnchorNode_Blueprint and FS_SleepyNode_Blueprint etc as I cannot find them.
Any pointers much appreciated, thanks
Still having problems when trying to create a new C++ project, by launching the engine from the Epic launcher instead of VS…
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The project could not be compiled. Would you like to open it in Visual Studio?
Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“D:/Users/Damien ENGEMANN/Documents/Unreal Projects/****ChaosNotWorking/****ChaosNotWorking.uproject” -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for ****ChaosNotWorkingEditor (no existing makefile)
ERROR: ****ChaosNotWorkingEditor modifies the value of bCompileChaos. This is not allowed, as ****ChaosNotWorkingEditor has build products in common with UE4Editor.
Remove the modified setting, change ****ChaosNotWorkingEditor to use a unique build environment by setting ‘BuildEnvironment = TargetBuildEnvironment.Unique;’ in the ****ChaosNotWorkingEditorTarget constructor, or set bOverrideSharedBuildEnvironment = true to force this setting on.
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