Is it possible to import certain offline baked simulation into Chao Caching?

Like subject mentioned.

Chaos and Chaos caching works greatly in most cases.

But what if content side want to simulate destruction of a large asset in offline tools like houdini and import into chaos?

We found a workaround that to use skeletal mesh and animation but that’s not performance optimized(all simualtion is rigid body so we could utilize nanite for best perf).

Kind like what ABC workflow does for fluid and groom simulation but for Chaos destruction.

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Hi Shengze,

The first callout is that a lot of this area is experimental (with some being in Beta), which means that it is not technically classed as production ready. The chaos cache playback is generally okay, but there are known workflow issues.

Specifically in terms of importers I’m unaware of anything which would work in the way you describe, but I’ll check with animation to find out if they have any knowledge on this.

Chaos caching is designed for recording and playback of large destructive scenes, but also is able to take the simulation back into realtime (ie if the set piece interacts with a gameplay body). This makes the whole thing feel more alive, but it also means that it needs to be physics bodies, and not nanite (since we can’t see nanite particles in physics).

Do you need this to be able to interact with a different environment to the one you recorded it with? (ie potential actors in unknown places, runtime gameplay interactivity during the playback within the set piece?

Best

Geoff Stacey

Developer Relations

EPIC Games

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