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

    I've made the recommended tweak of first page to enable chaos on all new project, but now it seems i've to add "bCompileChaos = true;" to all freshly created projectEditor.Target.cs .

    Any way to automatically add this line to fresh projects?
    LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

    Comment


      Hey theProfessor dyanikoglu scratscrat

      I've been following the thread on projectiles and thought I'd throw out my hack in case it helps. In my BP with the GeometryCollection - encase it with a volume that detects projectile overlaps and then spawns a strain field. It's not a great solution but kinda works. When nothing breaks it's due to my strain radius being too small. To refine this approach I'll need to do a Chaos scene query to find the actual depth.

      The StaticMeshSimulation does weird things when attached with a projectile - one of the Init functions in OnCreatePhysicsState seems to be picking the wrong component with kinematic+Simulation on. Dynamic mode does weird things to the projectile movement but creates hit events. It's a very early cross integration to PhysX.

      I think I'll play with Chaos queries next... but I don't really want instant projectiles or do more checks to get better behavior.

      I hate this approach and I'm sure it won't be necessary down the track. You can see reading the code they're looking into these problems.

      Hope this helps. Please share if you have a better solution

      Last edited by Bino; 09-22-2019, 01:08 AM.

      Comment


        Originally posted by MaximeDupart View Post
        I've made the recommended tweak of first page to enable chaos on all new project, but now it seems i've to add "bCompileChaos = true;" to all freshly created projectEditor.Target.cs .

        Any way to automatically add this line to fresh projects?
        You could probably edit whatever creates projects. Not sure off the top of my head where to look. Do you create that many projects where this would save you time?

        As Chaos matures, I imagine this won't be required in future releases of UE4.

        Comment


          I'm having an issue with Chaos demo from Learn tab:
          - I've compiled 4.23 with chaos, it does work, i've made a new project etc
          - but every time i'm trying to build a Demo project from the launcher it rebuilds the whole editor

          Editor is built with VS 2019.

          I had to remove the module from project and it loaded fine (but obviously w/o cpp).

          Twitter | MinimalUI UE4 Editor Theme
          Dark Themes for: Forum | AnswerHub | Everything else

          Comment


            Originally posted by GamesByH View Post
            Does anyone else still not have collision between geometry collections and normal physical objects? I'm making a ball drop through a fractured mesh I made and it just phases right through.
            Currently I found two approaches to this problem.

            1. Add StaticMeshSimulation component your normal physical object. Make sure simulating physics is on. If it's a blueprint, it must be a static mesh blueprint in order to work. I failed to manually add linear force or velocity to an object that has this component, so I suppose it's only dedicated to be used on environmental physical objects that's not highly driven by gameplay.

            2. Add "bCustomSceneQueryStructure = true;" to build target. It allows Linetrace to hit GeometryCollection objects, and it also enables collision between normal physical objects/pawns and GeometryCollection objects. The collision isn't accurate enough which leads to penetrating or jittering, but it's critical for Chaos system to be able to respond to gameplay events. They didn't mention it in their live training video, but it's in fact included in their build for Chaos demo project.

            Comment


              Which one is more good? 4.23 or 4.10!

              ________________________________________________________________________________________
              thermostats

              Comment


                I have Chaos working great. Fracturing some of my own creations and all the ones in the Demo. I would really like to use Chaos in some of the apps(fps) that I have purchased. I am limited by the compiled version. I found no bugs.

                Comment


                  Originally posted by theProfessor View Post
                  I have Chaos working great. Fracturing some of my own creations and all the ones in the Demo. I would really like to use Chaos in some of the apps(fps) that I have purchased. I am limited by the compiled version. I found no bugs.
                  Here is a link to 2 videos on Chaos. https://www.youtube.com/channel/UC3N...able_polymer=1
                  I will make a video on how I did them tomorrow.

                  Comment


                    I've just been playing with Chaos for a bit and it's very impressive. The only feedback I'd like to mention is that the API for fields feels rather weird to me, and unlike anything else in UE4.

                    Specifically:

                    The requirement to have a FieldSystem asset for each FieldSystemComponent seems like an implementation detail that I shouldn't have to worry about. It doesn't look like it gives me any additional control to be able to specify a FieldSystem manually and I think I'd like the engine to just take care of where to store that data itself (although I appreciate there might be implementation details that make that easier said than done).

                    It's cumbersome and unusual that fields can only be configured programmatically. While it's good that the API exists for flexibility, I'd like to be able to configure simple fields just by setting properties on the FieldSystemComponent in the Details panel. I'm imagining an array where you can add a field, set its type, and then configure its parameters.

                    Thank you, and congrats on the impressive system! I'm looking forward to making big use of it.

                    Comment


                      I've been unable to compile the 4.23 source and have not noticed anyone with a resolution to this issue. I follow all the steps until the compile source step. During the compile, the build fails with the following:

                      1> [3254/3268] UE4Editor-DetailCustomizations.dll
                      1> Creating library E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\DetailCustomizations\UE4Editor-DetailCustomizations.suppressed.lib and object E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\DetailCustomizations\UE4Editor-DetailCustomizations.suppressed.exp
                      1> [3255/3268] UE4Editor-Kismet.dll
                      1> Creating library E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\Kismet\UE4Editor-Kismet.suppressed.lib and object E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\Kismet\UE4Editor-Kismet.suppressed.exp
                      1> [3256/3268] UE4Editor-Engine.dll
                      1> Creating library E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\UE4Editor-Engine.suppressed.lib and object E:\t\chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\UE4Editor-Engine.suppressed.exp
                      1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
                      1>Done building project "UE4.vcxproj" -- FAILED.
                      ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========
                      This is being performed on a clean, updated, Win 10 install with Visual Studio 2019. Any help would be greatly appreciated!

                      Comment


                        Originally posted by Never Dont Play View Post
                        It's cumbersome and unusual that fields can only be configured programmatically. While it's good that the API exists for flexibility, I'd like to be able to configure simple fields just by setting properties on the FieldSystemComponent in the Details panel. I'm imagining an array where you can add a field, set its type, and then configure its parameters.
                        Having spent another day playing with the system I'd like to revise my feedback above a little. The field blueprints in the Chaos Destruction Demo project are great and using them provides the higher-level interface that I was looking for, with simple properties and debug visualizations. So my request now would be that when they're mature they be shipped built in to the Chaos plugin and be treated as a supported and stable way of using it.

                        Comment


                          "2. Download 4.23 from Github (source build is required until Chaos is out of Beta)."
                          please show me how to download from Github, look like link is broken. or other alternate links

                          Comment


                            Originally posted by himawari1987 View Post
                            "2. Download 4.23 from Github (source build is required until Chaos is out of Beta)."
                            please show me how to download from Github, look like link is broken. or other alternate links
                            You need to link your GitHub account with Epic account in order to access Epic repository at GitHub. Once you do this, the link will not show error anymore.

                            PS: Click on Profile in the menu at top right, there you click on Connected Accounts at the toolbar at left, there you inform the GitHub e-mail used to create your account at GitHub.
                            Last edited by NilsonLima; 10-09-2019, 02:39 PM.
                            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


                              Is there an ETA as to when this is going to be included in a version straight out of the box?

                              Comment


                                Originally posted by Defiant Child View Post
                                Is there an ETA as to when this is going to be included in a version straight out of the box?
                                Probably it will be production ready with UE 4.25 so Q1 2020 ? UE 4.24 should be released by Q4 '19 and maybe Chaos will be officially included in the UE installed with the launcher but I doubt it won't still be beta. Anyway I'd say it's still a 4-6 months before anyone could use it safely in a project with no major bugs. But I hope UE 4.24 will at least have Chaos stable enough to start adding GeometryCollections to replace PhysX destructibles and the API will be finalized so that then upgrading to the production ready version won't break anything later on.
                                Last edited by DarkS474; 10-13-2019, 12:21 PM.

                                Comment

                                Working...
                                X