Missing Chaos Notify events in Bleuprint?

Hi [mention removed]​ thanks for the quick reply.

“In Niagara, there’s also a Chaos Destruction Event User Parameter I’m not particularly sure how to use” I had a similar experience here. Haven’t been able to figure out how it could be used.

To give context for the use case.

The Niagara Data Interface Chaos Destruction is great to use for setting up some quick prototyping on a destructible, but I’m apprehensive to use it on a larger scale. For it to work with realtime destruction, you always need the Niagara system active and placed in the world so it can pick up the events triggered by chaos destruction instead of dynamically spawning in the system. ( this feels quite backwards having to always load in a Niagara system in a level and pay for the overhead even when it’s not getting used)

If you just have 1 type of destruction and a Niagara system that’s fine, but once your destruction becomes more complex and dynamic and of different physical types etc, it would mean that you would need quite a few different Niagara systems actively running, waiting for chaos events to happen. (that or you would have to build some management system around it to decide what Niagara system should get loaded at which point, but datachannels would basically do this for you)

Hence why I was exploring the option to set up my own datachannels for chaos destruction. I’m a big fan of the datachannel Island workflow, because it can clean the up the Niagara system when it stops being used. I was looking at doing a simple datachannel write from my chaos event notifies in bp ( which works like a charm), instead of using the Chaos data interface. You have full control there to which datachannel you want to write the info to per chaos asset and it’s all dynamic etc. But since we don’t have trails available there, we can’t hit all our visual targets

Many thanks,

Niels