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How to enable Chaos in 4.23

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    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.

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      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.

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        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.

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          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!

          Comment


            Before everyone gets too excited about the official release of 4.23, just want to make sure everyone is aware that even now Chaos Destruction can still only be enabled by building from source.
            Alex Coulombe
            Creative Director
            Agile Lens: Immersive Design
            New York City
            www.agilelens.com

            Comment


              FYI - The Chaos Destruction Demo is on the Learn Tab of the Launcher
              https://www.casualdistractiongames.com

              Comment


                I have updated the initial post with links to our new documentation pages, and instructions on how you can get up and running with the Chaos Destruction Demo. Have fun!

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                  Originally posted by iBrews View Post
                  Before everyone gets too excited about the official release of 4.23, just want to make sure everyone is aware that even now Chaos Destruction can still only be enabled by building from source.

                  This is really confusing and disappointing.

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                    Originally posted by THEAETIK View Post


                    This is really confusing and disappointing.
                    This is for the best in fact. Chaos traverse several modules within the engine and if it is unstable it would compromise the whole engine. You can rest assured this is a measure to prevent such issues and having it to be build from source will only happen to affect realistic the ones wanting to try the feature. All I can say is: Thank God it is this way!
                    Nilson Lima
                    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                    Join us at Discord: https://discord.gg/uFFSEXY

                    UE4 Marketplace: Cloudscape Seasons
                    supporting: Community FREE Ocean plugin

                    Comment


                      I don't understand why the Chaos Plugins are still visible in the plugins list, still not functional (as they were before this official release). I believe many other users will be severely confused by this effect as well.

                      I'm on the official launcher version:

                      https://i.imgur.com/wgtjByV.png
                      Last edited by THEAETIK; 09-04-2019, 06:31 PM.

                      Comment


                        Hello again all,
                        I was here last week asking if anyone can help with my UnrealBuildTool not working when trying to create the needed project files after running "GenerateProjectFile.bat".
                        The error says: "Could not resolve this reference. Could not locate the assembly "Windows".
                        I have no idea why this is only happening on my station as others who have been helping me can generate the files with no problem. Thank you very much to NilsonLima for all of you assistance in the past week but we are both doing the same exact steps yet I get this error.
                        Click image for larger version

Name:	LastAttempt.jpg
Views:	128
Size:	331.1 KB
ID:	1660863
                        Its been a frustrating 2 weeks troubleshooting but I do not want to give up now especially when I am so close.
                        any help would be super greatly appreciated.

                        Comment


                          Discovering modules, targets and source code for project...
                          ERROR: Targets with a unique build environment cannot be built an installed engine.


                          Even if the official version is released, I still have to download it from github?. The learning classification in EpicLauncher can't be opened with the official version of .423.

                          Comment


                            Originally posted by FX-R080T View Post
                            Hello again all,
                            I was here last week asking if anyone can help with my UnrealBuildTool not working when trying to create the needed project files after running "GenerateProjectFile.bat".
                            The error says: "Could not resolve this reference. Could not locate the assembly "Windows".
                            I have no idea why this is only happening on my station as others who have been helping me can generate the files with no problem. Thank you very much to NilsonLima for all of you assistance in the past week but we are both doing the same exact steps yet I get this error.
                            Click image for larger version

Name:	LastAttempt.jpg
Views:	128
Size:	331.1 KB
ID:	1660863
                            Its been a frustrating 2 weeks troubleshooting but I do not want to give up now especially when I am so close.
                            any help would be super greatly appreciated.
                            Can you upload your "UnrealBuildTool.csproj" file?

                            Comment


                              Originally posted by real_eu View Post
                              Discovering modules, targets and source code for project...
                              ERROR: Targets with a unique build environment cannot be built an installed engine.


                              Even if the official version is released, I still have to download it from github?. The learning classification in EpicLauncher can't be opened with the official version of .423.
                              The 4.23 release notes states that Chaos still needs to be build from source if you want to test it. The 1st post in this thread was updated with the steps to make it work. You will need to compile the Chaos Demo project aswel with the compiled engine. To run it you will need to use Visual Studio or double click the .uproject file for the Chaos Demo after it was compiled (in my case I could only run it inside Visual Studio, the other option didn't work).
                              Nilson Lima
                              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                              Join us at Discord: https://discord.gg/uFFSEXY

                              UE4 Marketplace: Cloudscape Seasons
                              supporting: Community FREE Ocean plugin

                              Comment


                                When I run GenerateProjectFiles.bat I get "GenerateProjectFiles ERROR: It looks like you're missing some files that are required in order to generate projects. Please check that you've downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script."

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