# Playback Each Individual Index Separately in a Chaos Cache

**URL:** <https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502>\
**Category:** Asset Creation\
**Tags:** unreal-engine, cache, question\
**Created:** [April 7, 2025, 9:28am UTC](https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502 "2025-04-07T09:28:09Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![D\_Siggs3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@D\_Siggs3](https://forums.unrealengine.com/u/D_Siggs3)\
**Post date:** [April 7, 2025, 9:28am UTC](https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502/1 "2025-04-07T09:28:09Z")

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Hello,  
I am setting up a destructible asset comprised of 8 meshes. Each mesh has been fractured and exists in the level as a geometry collection. I recorded the 8 geometry collections with the Chaos Cache Manager. The Chaos Cache that I recorded now has 8 index entries- one for each observed component.

My question is:  
Is there a way to playback each individual index separately, like in a blueprint or sequencer? They each have their own unique cache name in the Chaos Cache manager asset, so it seems like I would be able to pull the index and only play the cache for just that one.

The reason I wanted to do it this way, is because it seems like it would be much quicker and computationally efficient than recording 8 different Chaos Caches if each object already has its own cache indexed in a single Chaos Cache Manager asset.

Anyone have any ideas?  
Thanks,

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**Author:** ![pelorustech](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pelorustech/32/594602_2.png) [@pelorustech](https://forums.unrealengine.com/u/pelorustech)\
**Post date:** [April 7, 2025, 12:46pm UTC](https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502/2 "2025-04-07T12:46:18Z")

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When playing back individual indexes in a Chaos Cache, use the timeline controls to isolate specific frames. Using filters or splitting caches will allow you to fine-tune control.

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**Author:** ![D\_Siggs3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@D\_Siggs3](https://forums.unrealengine.com/u/D_Siggs3)\
**Post date:** [April 8, 2025, 1:34am UTC](https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502/3 "2025-04-08T01:34:38Z")

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What would these timeline controls look like? I’m not seeing much that looks like it could filter specific indexes of a chaos cache.  
Edit: The way things are looking after more poking around, I will need to make 8 different chaos caches.

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**Author:** ![D\_Siggs3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@D\_Siggs3](https://forums.unrealengine.com/u/D_Siggs3)\
**Post date:** [April 8, 2025, 6:23am UTC](https://forums.unrealengine.com/t/playback-each-individual-index-separately-in-a-chaos-cache/2444502/4 "2025-04-08T06:23:18Z")

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Progress! This is in the level blueprint, but I was able to find a reference tot he Chaos Cache Manager and there is a node “Trigger Component by Cache” that is exactly what I was looking for. Now if I can do this from a non-level BP, everything will be solved.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/9/2/292091e35d38ecd7821681b15189ad98594af75c.png)
