Physics/Chaos Cache Playback Bug?

Hello!

Im not sure if this is intended or not so thats why I didnt add a Bug report tag to this.

Im running Unreal 5.4

But im currently working on a VR project that is using the VRExpansionPlugin. Im needing to destroy a quite large asset (A church, yes its all one geometry collection, yes I shouldve done this in houdini, its a learning objective of mine to do it in chaos). In hindsight I should have segmented the mesh based on the multiple stages which I will probably do anyways but im curious if there is a way to control this better.

Im really happy with how far its come destruction and physics wise, and now when I want to bake it with a CacheManager and put it in a sequencer, it doesn’t include the pauses i have between destruction phases.

I did a quick demo video to better show the issue I am facing.

Basically, I want to have some pauses in between the destruction. I thought that it would just play out the destruction as it happend in play mode (which is why i thought you had to do it in play mode).

However when played back, no matter how long I wait in between the first corner chip and me smashing the wall into it, it just plays all at once with no pause.

In the sequencer I put the start and end time appropriately (0 sec is 0 and 30 sec is 30, I know that this value doesnt stay accurate throughout) and even when i play around with the values and extra keys to the start time and get very into timing it all nicely speeding it up and down, no matter what, I can’t get the pause I want.

The first part of the demo is quite extreme but i think it shows the problem the best. The second part of that video shows my second problem a bit better, and thats with a lot of the geomtry just kinda warping? or like being “sucked” into their positions rather than playing out the actual physics simulation that was “recorded”. I thought it could maybe be the masterfield but its all directional and you can see the arrows.

Is there any way to get my desired simulation that I record in play mode? Is this intended? Please Help!!

Also let me know any other images or videos I could provide that would help! (Though I cant upload images directly yet :frowning: )

I found that I could save the stages of destruction as static meshes which is amazed me technically, For now my solution will be to do one part of the destruction. Spool to the end, save that as a static mesh, refracture it and then make another cache and then model swap and play them after eachother in the sequencer. Imo an amazing option for the tools, really impressed that worked!

Not the solution I had hoped to do however, In a blank Third Person template project, the simulation playback behaves the same. I hope we get a much more accurate recordings in the future, I think it might just be too long? or too much? probably both? for chaos to handle at the moment.

Seeing more cinematic updates in 5.5 makes me hopeful for an integrated track and tool in the sequencer for the cache manager, maybe even have keyframes of the individal bones to adjust! Though I dont know how possible that would even be.

I have given up on this for now and will break down the mesh in smaller gemotry collections rather than 1 large one, and model swap between stages.

Still eager to hear any word on the intention and futrure of this amazing tool!