Hello!
We’re currently working with GeometryCollections and Chaos Fields/Chaos Destruction in order to have various destructible objects.
One thing we’re trying to avoid is mesh swapping. As a result, we need to have a way to keep geometry collections in tact from a damage/strain perspective in some contexts, but allow them to freely shatter in others.
For example, we have an object that needs to act as a pushable physics object, but only have it shatter in response to some field systems (Ex: Object creates a strain and force field to destroy itself and create an impulse on surrounding objects. But the strain needs to only affect specific object types while still allowing other surrounding physics bits be affected).
I’ve looked in to the field meta data and object filtering. But I’m a little confused with how it works. EFieldObjectType seems to define what each field affectable object is, but I can’t seem to find where you set what this is for individual objects.
Is there a way to dynamically change an object type for geometry collections and other physics capable actors/components at runtime? I saw [Content removed] which talks about how we can potentially add collision channel filtering. But not sure if this is something that is intended to be done with Chaos destruction/physics.
I’ve also looked at the EFieldPhysicsType::Field_CollisionGroup for transient physics fields. And I don’t quite understand how this is meant to be used and what field node you should provide the transient field when using this physics type.
Can you explain a little how this works and what the intent around using it is?
To accomplish what I described at the beginning of the post, we’re currently trying two techniques:
- Cache the damage thresholds and swap them out with stronger ones so the object can remain in tact, but then when we want to destroy, swap in the lower damage thresholds. That way the object breaks when we want it to in response to a self spawned physics field.
- Create an invisible cluster on top of the existing leafs in the geometry collection. And then set the first threshold to be really high, and then manually shatter that cluster.
However, there seems to be some workflow issues with doing it this way. Additionally, visualizing what each clusters damage value is does not seem to work and they just display as 0.0.
Apologies as this is a bit of multi tiered question. But we’re trying to see how far we can push the utilization of Chaos. And wanted to get your thoughts on it, as well as clear up some of the less documented portions of Chaos.
Appreciate any advice/info you have on the matter!
Kind Regards,
Darien