Using Apex in UE5 Early Access

Hi everyone,

There seems to be some confusion about the use of Apex Destruction tools in UE5 Early Access. This is a reminder that PhysX (along with Apex) are disabled by default in favor of Chaos Physics and Chaos Destruction.

You can learn more about Chaos Destruction by looking at the documentation here. Since UE5 comes with Chaos enabled by default, you can disregard the steps to enable it from the docs.

If you need to use Apex Destruction in Early Access, you can download a source build and follow these steps:

  1. Go to the Engine > Source folder and open UnrealEditor.Target.cs in your IDE.


  1. Add the following lines inside UnrealEditorTarget:

  1. Recompile the engine.

Thank you!



I tried using this method but it won’t build.

I also tried this (several times) but it wouldn’t build. I don’t have the error log at hand, but the errors mainly seemed to focus on operators, so maybe the problems was with the .NET framework, as I understand that is being utilized too, even though it wasn’t mentioned in the github readme. I definitely had all the prequisites mentioned on the readme / docs. Coincidentally (or not?) many if not all of the errors were from classes related to Apex, physx, nvcloth.

Seems this is redundant in preview 1, I know epic doesn’t care but there are a number of people that would still like to use apex at lest or at lest offer people away to convert there meshes over to buggy Chaos!

Any update to this? I really miss the behavior of Destructible Meshes. Geometry Collections don’t handle the same way.

They seem to be pulling away all support towards switching back despite chaos performance being well over 75% below that of physX.

You have to poke into the source files manually with a compare tool and revert some changes to get a succesful physX build.

And while at it, you should also update the version of physX anyway.

Thank you. Yikes. I hate losing physics on the individual pieces that break away now that we have Geometry Collections. Do you happen to know how to access the individual pieces as actors once a geometry collection falls?

I hate the apex system so much that I just made my own.

At hart, it’s just a geometry collection.
You should be able to do a line trace and retrieve an index for the specific piece - out of which With which (using a get out of the geometry collection actor) you can access and manipulate it’s transform.

In practice, make your own system and you’ll have an easier time… particularly if you have to dig into the source to figure it out anyway :stuck_out_tongue: