以下弊社テクニカルアーティストからの質問となります。何卒宜しくお願い致します。
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Hello,
I’m wondering if there are any features regarding Chaos Destruction and Niagara interop incoming in 5.7 that aren’t listed in the public roadmap.
Specifically, our studio is very keen to use Geometry collections with supporting Niagara systems. We’ve got the basics up and running. However, we’re stumped as to how to filter out competing break events from geometry collections sending data to unrelated Niagara systems.
For example:
Two geometry collections in the scene; A tree and a concrete wall.
Both have “Notify Breaks” set to true.
Both have supporting Niagara Systems using the Chaos Destruction Niagara Data Interface.
We spawn concrete particles on the Concrete Wall’s break event inside a BP.
But if we destroy the tree immediately after destroying the wall it’s BP own break event causes concrete particles to spawn from its fragments (as well as the tree’s destruction particle system).
I wonder if we’ve missed something fundamental about the required setup here. I’m so used to DIs having a direct 1 to 1 relationship I keep expecting a source parameter inside the Chaos Destruction DI. This is a real thing according to the Developer Assistant but I’m pretty sure it’s hallucinating.
Any help appreciated as I’ve searched high and low for a solution.
Hey Ueki,
I’m not that familiar with the destruction DI, but I’ve looked at the code and you should be able to query the surface type from the break event when spawning particles from it. If your tree and concrete wall are assigned different physical material surfaces then you should be able to change the particle’s appearance based on that - or kill it immediately if you only want to spawn particles for certain surfaces.
Regards,
Michael
Thanks for the information. Filtering by surface type should be ok I think.
Perhaps it’s related but we’re seeing the following situation occuring frequently enough for it to be a problem. Around 1 in 8-10 times it appears as though Chaos is generating trail and collision data for fragments that don’t exist. This data is picked up by the DI and so particles are created. Please see the attached video. As I mentioned, sometimes the particles/DI/Chaos play well together but occasionlly we get the situation in the video.
Any idea what could be causing this, how we might debug or fix it?
Regards.
I don’t see any video attachment, did you upload anything?
I’ve not heard of any problems like that with the Chaos DI, is this something that only happens in your project or does it also reproduce in a new blank project?
申し訳ありません。動画を添付するのを忘れていました。
改めて添付いたしますので、何卒宜しくお願い致します。
I’m sorry. I forgot to attach the video.
I will attach it again, so thank you for your cooperation.
Yeah, no worries. You can also open a new case if you have a solid repro case or reopen this one. Just FYI, once we go into December, most of Epic will be on winter break till next year, so the answer will probably be delayed.
It will likely take some time to create a reproducible sample, so please wait a little longer.
Thank you for your patience.
こちらの質問ですが、再現するサンプルを作成するのに時間がかかりそうです。サンプルを作成できましたら、改めて質問したいと思いますので、こちらの質問はクローズしていただいで大丈夫です。
よろしくお願いします。
Regarding this question, it looks like it will take some time to create a sample to reproduce it. Once I have created the sample, I would like to ask again, so you can close this question.
Thank you in advance.