Announcement

Collapse
No announcement yet.

How to enable Chaos in 4.23

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by dyanikoglu View Post
    For people wondering about why projectiles and geometry collections are not colliding:

    - The projectile you're using is simulated inside PhysX physics scene, and that means it can't collide with objects simulated in Chaos physics scene. From what I see from SQ Accelerator implementations inside the source code, Epic probably have plans to unify each available physics scene on scene query calls. So that, we will be able to query against geometry collections & physx physics bodies at the same time. Sadly, SQ Accelerators are still heavily in progress, and also Chaos still don't have high-level utilization of the low level scene query functions implemented in there.

    - I think the projectile should be a geometry collection sphere, and you should make the weapon throw that sphere instead. So that, your projectile and geomety collections will collide.

    - As another solution, it might be possible to attach a destruction field into PhysX simulated projectile, but I'm not sure about how to do that.
    I did more tests with my projectile, and like you said having a simple Geometry collection sphere as the projectile works.
    No need for a strain field as it is basically an object of a certain density send with an initial velocity!

    Leave a comment:


  • replied
    For people wondering about why projectiles and geometry collections are not colliding:

    - The projectile you're using is simulated inside PhysX physics scene, and that means it can't collide with objects simulated in Chaos physics scene. From what I see from SQ Accelerator implementations inside the source code, Epic probably have plans to unify each available physics scene on scene query calls. So that, we will be able to query against geometry collections & physx physics bodies at the same time. Sadly, SQ Accelerators are still heavily in progress, and also Chaos still don't have high-level utilization of the low level scene query functions implemented in there.

    - I think the projectile should be a geometry collection sphere, and you should make the weapon throw that sphere instead. So that, your projectile and geomety collections will collide.

    - As another solution, it might be possible to attach a destruction field into PhysX simulated projectile, but I'm not sure about how to do that.
    Last edited by dyanikoglu; 09-04-2019, 03:02 AM.

    Leave a comment:


  • replied
    Does anyone know if it's possible to do scene queries against geometry collections in 4.23?
    From what I see from source code, it's implemented to query against a single geometry collection, but there is no implementation for doing this on scene wide.
    Last edited by dyanikoglu; 09-04-2019, 03:01 AM.

    Leave a comment:


  • replied
    Originally posted by JohnnyJimJams View Post
    Turns out that what I actually downloaded was 4.23.0 Preview 8. So that explains why it's not working. It just didn't say preview in the launcher dropdown.
    Apparently, even with the release of 4.23, you still need to download the source from github and compile it in order to use Chaos. Hope I'm wrong.
    Last edited by scratscrat; 09-04-2019, 02:40 AM.

    Leave a comment:


  • replied
    Turns out that what I actually downloaded was 4.23.0 Preview 8. So that explains why it's not working. It just didn't say preview in the launcher dropdown.

    Leave a comment:


  • replied
    I've just downloaded 4.23.0 official release from the launcher. (Available now).

    I have enabled all of the relevant plugins listed above, but I can't create a "Geometry Collection". It's just not visible in the asset browser under physics.

    Ideas?

    Leave a comment:


  • replied
    Once the Destructible Mesh is created is it an asset that resides in the browser and can be spawned into the game at run time or is it something that stays in a level like a landscape?

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post
    A simple solution would be to put the content examples on github with the source 4.23 P8. How about it Epic?
    4.23 is probably near release at this point and it wouldn't make sense for Epic to release the Chaos Content Example now when it's going to be available when 4.23 is out

    Leave a comment:


  • replied
    A simple solution would be to put the content examples on github with the source 4.23 P8. How about it Epic?

    Leave a comment:


  • replied
    Hi, Can I have a question? How do I do attached a particle to the chunk? Should I use a BP ? Please let me know.

    Leave a comment:


  • replied
    Hi everyone,

    I managed to have a "projectile to induce destruction" by adding the components of the Strain Field to the basic projectile BP and with the use of an Event Tick apply the Physics Field... it works, but isn't precise: no collision with the destructible buildings yet and framerate dependent...

    I am now back to the basics of the new destruction system and especially the spread of destruction...
    As anyone managed to control it? If so, could you share a bit of knowledge?

    Thanks!

    Leave a comment:


  • replied
    Do geometry collections react to the apply damage events? If not will this be added in the future?\

    Edit: Or will the damage system and damage types be deprecated?
    Last edited by northgaterebel; 09-03-2019, 12:18 AM.

    Leave a comment:


  • replied
    Could you create a BP for the projectile that would destroy parts of the cubestack?

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post

    I see. Something to with Strain. Looks complex. We need the content examples.
    Correct. As I said, some information is missing here which was not in any of Chaos related videos. Some simple information I guess.

    Leave a comment:


  • replied
    Originally posted by Blood-PawWerewolf View Post

    getting an error saying that i cant open the map due to being on a “newer version” of the engine.
    Create a new map. Bring CubeStack_GeometryCollection ,Field_Anchor_Blueprint and DestructFieldSystem_Blueprint in the scene.
    Add Field_Anchor_Blueprint to CubeStack_GeometryCollection via 'Initialization Fields' and setup it so that it overlaps with cubestack. Add some damage thresholds too.
    Then, you can use DestructFieldSystem_Blueprint as a strain field to destruct the cubestack.
    Hopefully that should work.

    Something like this:

    Originally posted by scratscrat View Post
    Here's my setup

    Click image for larger version

Name:	image_171942.jpg
Views:	49
Size:	92.8 KB
ID:	1658839

    And here's the effect of the blueprint that I've provided from the Livestream:

    Click image for larger version Name:	chaos_02.jpg Views:	1 Size:	71.1 KB ID:	1658840

    Unfortunately, you can't attach it to projectile . The projectile doesn't generate hit or overlap events with cubestack_geometrycollection. There's some information missing and I couldn't find what.

    Leave a comment:

Working...
X