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    #91
    How can I solve this problem?
    I followed all steps and I get this error message when debugging, after a successful compilation.




    "'

    UnrealBuildTool.exe' (CLR v4.0.30319: DefaultDomain) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_64\mscorlib\v4.0_4.0.0.0__b77a5c561934e089\mscorlib.dll'. Impossible de trouver ou d'ouvrir le fichier PDB.
    'UnrealBuildTool.exe' (CLR v4.0.30319: DefaultDomain) : Chargé 'C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\UnrealBuildTool.exe'. Les symboles ont été chargés.
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\DotNETUtilities.dll'. Les symboles ont été chargés.
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System\v4.0_4.0.0.0__b77a5c561934e089\System.dll'. Impossible de trouver ou d'ouvrir le fichier PDB.
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Core\v4.0_4.0.0.0__b77a5c561934e089\System.Core.dll'. Impossible de trouver ou d'ouvrir le fichier PDB.
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Xml\v4.0_4.0.0.0__b77a5c561934e089\System.Xml.dll'. Impossible de trouver ou d'ouvrir le fichier PDB.
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Configuration\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Configuration.dll'. Impossible de trouver ou d'ouvrir le fichier PDB.
    MacPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.MacPlatformSDK using manually installed SDK
    TVOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
    AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
    HoloLensPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HoloLensPlatformSDK using manually installed SDK
    IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
    HTML5PlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HTML5PlatformSDK using manually installed SDK
    LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
    LuminPlatformSDK.HasAnySDK: *** Unable to determine MLSDK location ***
    LuminPlatformSDK.HasAnySDK: *** Unable to determine MLSDK location ***
    LuminPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LuminPlatformSDK has no valid SDK
    WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
    BuildMode.Execute: Command line: "C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Binaries\DotNET\UnrealBuildTool.exe"
    Exception levée : 'UnrealBuildTool.BuildException' dans UnrealBuildTool.exe
    'UnrealBuildTool.exe' (CLR v4.0.30319: UnrealBuildTool.exe) : Chargé 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\mscorlib.resources\v4.0_4.0.0.0_fr_b77a5c561934e089\mscorlib.resources.dll'. Le module a été généré sans symboles.
    UnrealBuildTool.Main: ERROR: No platforms specified for target
    UnrealBuildTool.Main: BuildException: No platforms specified for target
    UnrealBuildTool.Main: à UnrealBuildTool.TargetDescriptor.ParseSingleCommandLine(CommandLineArguments Arguments, Boolean bUsePrecompiled, Boolean bSkipRulesCompile, List`1 TargetDescriptors) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Configuration\TargetDescriptor.cs:ligne 266
    UnrealBuildTool.Main: à UnrealBuildTool.TargetDescriptor.ParseCommandLine(CommandLineArguments Arguments, Boolean bUsePrecompiled, Boolean bSkipRulesCompile, List`1 TargetDescriptors) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Configuration\TargetDescriptor.cs:ligne 186
    UnrealBuildTool.Main: à UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:ligne 140
    UnrealBuildTool.Main: à UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) dans C:\UE4_forks\UnrealEngine-4.23.0-preview-4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:ligne 477
    Timeline.Print: Timeline:
    Timeline.Print:
    Timeline.Print: [ 0.000]
    Timeline.Print: [ 0.013](+0.005) FileMetadataPrefetch.QueueEngineDirectory()
    Timeline.Print: [ 0.018](+0.092) XmlConfig.ReadConfigFiles()
    Timeline.Print: [ 0.111](+0.000) SingleInstanceMutex.Acquire()
    Timeline.Print: [ 0.111](+0.455) UEBuildPlatform.RegisterPlatforms()
    Timeline.Print: 0.112 [ 0.001](+0.079) Initializing InstalledPlatformInfo
    Timeline.Print: 0.191 [ 0.080](+0.000) Querying types
    Timeline.Print: 0.194 [ 0.083](+0.218) MacPlatformFactory
    Timeline.Print: 0.413 [ 0.301](+0.020) TVOSPlatformFactory
    Timeline.Print: 0.433 [ 0.322](+0.066) AndroidPlatformFactory
    Timeline.Print: 0.500 [ 0.389](+0.026) HoloLensPlatformFactory
    Timeline.Print: 0.526 [ 0.415](+0.016) IOSPlatformFactory
    Timeline.Print: 0.543 [ 0.432](+0.005) HTML5PlatformFactory
    Timeline.Print: 0.549 [ 0.437](+0.013) LinuxPlatformFactory
    Timeline.Print: 0.562 [ 0.451](+0.003) LuminPlatformFactory
    Timeline.Print: 0.565 [ 0.454](+0.000) WindowsPlatformFactory
    Timeline.Print: [ 0.573](+0.001) DeleteJunk()
    Timeline.Print: [ 0.574](+0.012) TargetDescriptor.ParseCommandLine()
    Timeline.Print: [ 0.587](+0.028) <unknown>
    Timeline.Print: [ 0.615](+0.000) FileMetadataPrefetch.Stop()
    Timeline.Print: [ 0.618]
    Le programme '[9464] UnrealBuildTool.exe' s'est arrêté avec le code 5 (0x5).

    "
    I have a dream...

    Comment


      #92
      Hi I'm relatively new to the Unreal World. My question is, is the Chaos Destruction Beta enabled and ready to use in the current UE4 4.23 Preview 4, or do you have to download / compile it from GitHub with the settings that have been provided in previous posts.

      It's a little confusing as the Demo videos from Siggraph and GDC presenters sort of say it's in the current preview and download to have a play.
      I've downloaded the current release and enabled the appropriate plugins, but still do not see the Fracture Icons etc.

      Any insight, help, pointers, are greatly received.
      Thanks all.

      Comment


        #93
        Originally posted by Tricky_3D View Post
        Hi I'm relatively new to the Unreal World. My question is, is the Chaos Destruction Beta enabled and ready to use in the current UE4 4.23 Preview 4, or do you have to download / compile it from GitHub with the settings that have been provided in previous posts.

        It's a little confusing as the Demo videos from Siggraph and GDC presenters sort of say it's in the current preview and download to have a play.
        I've downloaded the current release and enabled the appropriate plugins, but still do not see the Fracture Icons etc.

        Any insight, help, pointers, are greatly received.
        Thanks all.
        I did download P4 from github about a week ago and compiled it with vs 2017 and it works great.

        Comment


          #94
          When I put a geometrycollection into a level it collapses. Using fps template with 4.23 P4. I would like to shoot it, but has all ready collapsed. Allan how is the video coming?

          Comment


            #95
            Originally posted by theProfessor View Post
            When I put a geometrycollection into a level it collapses. Using fps template with 4.23 P4. I would like to shoot it, but has all ready collapsed. Allan how is the video coming?

            You can select your GeometryCollection and change the Object Type to Sleeping. This will start the level with it sleeping, then you can apply fields and wake it up.

            Comment


              #96
              Why put Chaos plugins if there is no fracture editor? Use UE4 23 preview 4.

              Comment


                #97
                Just got this built and running! The OP got me about 99% of the way there, so thanks for the details. And thank you to everyone else for getting me the rest of the way (My Content Browser menu also does not allow for the creation of a Geometry Collection, but I was able to using the Fracture Editor Mode).

                I know this is a massive moving target with lots of early and ongoing development, but looking through the new components and plugins it is unclear what is intended to be implemented. Should we assume that our version of the code could create the content and systems present in your demo?

                I am hitting a few early snags:
                1. My Geometry Collection is setup with the default components (Chaos Physics, Physics, Collision, Chaos), but behaves oddly with objects in the default 3rd-person example map (parts fall through the world, the object instantly breaks apart and doesn't collide with itself). Any ideas what I need to do to get it to react as I would expect?
                2. How do I setup and view the connection graph? Is there a strain debug view similar to what Blast had?
                3. I am not sure how to create a geometry collection with a pre-fractured mesh (assets from an external DCC).

                I am building off the most recent 4.23 branch, am compiling with Chaos, and have the mentioned plugins enabled, with the addition of Fields. Thank you for the preview. Just getting back from SIGGRAPH, and I am looking forward to making some cool stuff!
                Last edited by BryanBishop; 08-04-2019, 03:25 PM.

                Comment


                  #98
                  Originally posted by xxAtrain223 View Post


                  You can select your GeometryCollection and change the Object Type to Sleeping. This will start the level with it sleeping, then you can apply fields and wake it up.
                  Do you know how to get the fps to fracture the Geometry Collection? When I use the projectile it passes through the GC. Sleeping works thanks.

                  Comment


                    #99
                    Originally posted by theProfessor View Post
                    I did download P4 from github about a week ago and compiled it with vs 2017 and it works great.
                    Hi,
                    Thanks theProfessor, much appreciatied. Got it all working and can create the cubes and destory as in the video demo, but the next question. Are the BluePrints supposed to be available such as FS_AnchorNode_Blueprint and FS_SleepyNode_Blueprint etc as I cannot find them.

                    Any pointers much appreciated, thanks

                    Comment


                      Still having problems when trying to create a new C++ project, by launching the engine from the Epic launcher instead of VS...

                      "
                      The project could not be compiled. Would you like to open it in Visual Studio?

                      Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Users/Damien ENGEMANN/Documents/Unreal Projects/****ChaosNotWorking/****ChaosNotWorking.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
                      Creating makefile for ****ChaosNotWorkingEditor (no existing makefile)
                      ERROR: ****ChaosNotWorkingEditor modifies the value of bCompileChaos. This is not allowed, as ****ChaosNotWorkingEditor has build products in common with UE4Editor.
                      Remove the modified setting, change ****ChaosNotWorkingEditor to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the ****ChaosNotWorkingEditorTarget constructor, or set bOverrideSharedBuildEnvironment = true to force this setting on.
                      "
                      Attached Files
                      I have a dream...

                      Comment


                        So I tried to correct the project's .target.cs, as the last error message told me to do, but I'm still failing to compile...

                        About the 2nd error in the screenshot, which is in french, it's telling me that Build.bat failed with code 5. Check if I have the rights to execute it...
                        I have a dream...

                        Comment


                          Originally posted by Rainoxer View Post
                          So I tried to correct the project's .target.cs, as the last error message told me to do, but I'm still failing to compile...

                          About the 2nd error in the screenshot, which is in french, it's telling me that Build.bat failed with code 5. Check if I have the rights to execute it...
                          I finally solved all my problems. (edit : wrong)
                          VictorLerp told us to do the steps with the engine, or the project files, but to finally be able to start a project I had to also add :

                          BuildEnvironment = TargetBuildEnvironment.Shared;
                          bCompileChaos = true;

                          in the project's Target.cs file.

                          For me, it was impossible to start a project by making the modifications for the engine only.
                          Now I need to find the tool to fracture a mesh...
                          Someone know where it is?



                          EDIT : I uninstalled the EG launcher UE4.23 version because I was wondering if the project was using this one or the GitHub version that is also installed.
                          So after uninstalling the EG launcher UE4.23 version, I tried starting the GitHub one from Visual Studio and I got this error (see the screenshot).
                          How do I solve it? I suppose I need to modify one of the .Target.cs files, but which one and how? I tried adding "Target.Platform = UnrealTargetPlatform.Win64;" in all the 4 .Target.cs files but it didn't solve this error... Instead it added 300+ compilation errors.
                          Attached Files
                          Last edited by Rainoxer; 08-05-2019, 08:28 PM.
                          I have a dream...

                          Comment


                            Rainoxer, maybe because you're not targetting UE4? Try changing the dropdown from UnrealBuildTool to UE4 or right-click on UE4 in the solution explorer and click Set as StartUp Project.

                            Comment


                              Did anybody try Chaos on mobile phone (Android, iOS)? I am curious whether it works or not and its performance without INTEL_ISPC optimization.
                              Last edited by nuclei; 08-06-2019, 09:10 AM.

                              Comment


                                Originally posted by xxAtrain223 View Post
                                Rainoxer, maybe because you're not targetting UE4? Try changing the dropdown from UnrealBuildTool to UE4 or right-click on UE4 in the solution explorer and click Set as StartUp Project.
                                For some reason I wasn't able to switch UnrealBuildTool to UE4 in the dropdown menu. That's something I already investigated.I installed all required VS packages for Unreal, of course.
                                But thanks to your solution by right clicking UE4 in the solution explorer, it works now!
                                I have a dream...

                                Comment

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