Originally posted by VictorLerp
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Originally posted by Faërys View PostHello everyone,
Here is research I did to make the destruction "work" with chaos : (Caution! French explanation in coming.)
1) I've wached the video many times to figure out how works the field system => Fail, I still don't know how it works.
2) Concerning the destruction :
| 2.1) The Geometry Collection works, you select a bunch of objects you want to gather and click on the "create" button located IN the chaos tab to create your Geometry Collection.
| 2.2) Tools to fracture seem to be "OK" and work.
| 2.3) I did not find a way to remove a depth of destruction or just to undo a destruction type (without CTRL+Z). Will it be added?
| 2.4) Contrary to the presentation video of the GDC, my geometry collection does not fall below the floor by remaining whole, it falls until it collides with the floor simulated by the ChaosSolverActor (an actor you'll find in your world outliner when adding a geometry collection) and instantly destroys itself. If I change the height of the simulated floor of this actor, then my destructible object is going to be collided and destroyed at this height. The geometry collection does not interact with other types of object.
| 2.5) I succeeded in creating a floor and walls that collide with my destructible object. To do so, I created simple objects that I turned into geometry collection. These objects are set to STATIC. While my destructible object is DYNAMIC. (You find that setting on the General Tab in the Details of your Geometry Collection : "Object Type".)
| 2.6) Using this technique, I tried to create a bullet to interact with my destructible object => Fail.
| 2.7) If you scale your Geometry Collection floor or your Geometry Collection walls, the chunks of your destructible object will not collide enterely with your floor and walls. That is to say, the destructible object will only interact with the original size of your floor and walls, even if they are scaled. So you can find flying chunks if you descrease the size of your static object by scaling or see chunks getting through if you increase the size of your static object by scaling.
| 2.8) My destructible object collapses instantly when I start my project, I haven't found a way to leave it undestroyed and interact with it.
3) Collision betweens object : "Block All" doesn't work (Or something is missing in my project). Every object I throw on my Geometry Collection goes through...
I hope these explanations will help. Feel free to ask questions if a point is unclear or if my English is approximate (Ahhh those French people !).
Faërys
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Originally posted by VictorLerp View Post
You'll have to compile the engine from GitHub to use Chaos until it's out of Early Access, which will take a couple of engine versions.
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Originally posted by Faërys View PostHello everyone,
Here is research I did to make the destruction "work" with chaos : (Caution! French explanation in coming.)
1) I've wached the video many times to figure out how works the field system => Fail, I still don't know how it works.
2) Concerning the destruction :
| 2.1) The Geometry Collection works, you select a bunch of objects you want to gather and click on the "create" button located IN the chaos tab to create your Geometry Collection.
| 2.2) Tools to fracture seem to be "OK" and work.
| 2.3) I did not find a way to remove a depth of destruction or just to undo a destruction type (without CTRL+Z). Will it be added?
| 2.4) Contrary to the presentation video of the GDC, my geometry collection does not fall below the floor by remaining whole, it falls until it collides with the floor simulated by the ChaosSolverActor (an actor you'll find in your world outliner when adding a geometry collection) and instantly destroys itself. If I change the height of the simulated floor of this actor, then my destructible object is going to be collided and destroyed at this height. The geometry collection does not interact with other types of object.
| 2.5) I succeeded in creating a floor and walls that collide with my destructible object. To do so, I created simple objects that I turned into geometry collection. These objects are set to STATIC. While my destructible object is DYNAMIC. (You find that setting on the General Tab in the Details of your Geometry Collection : "Object Type".)
| 2.6) Using this technique, I tried to create a bullet to interact with my destructible object => Fail.
| 2.7) If you scale your Geometry Collection floor or your Geometry Collection walls, the chunks of your destructible object will not collide enterely with your floor and walls. That is to say, the destructible object will only interact with the original size of your floor and walls, even if they are scaled. So you can find flying chunks if you descrease the size of your static object by scaling or see chunks getting through if you increase the size of your static object by scaling.
| 2.8) My destructible object collapses instantly when I start my project, I haven't found a way to leave it undestroyed and interact with it.
3) Collision betweens object : "Block All" doesn't work (Or something is missing in my project). Every object I throw on my Geometry Collection goes through...
I hope these explanations will help. Feel free to ask questions if a point is unclear or if my English is approximate (Ahhh those French people !).
Faërys
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I have the compiled version of 4.23 P6 working great. Creating GeoCollections and fracturing. Up to that point in Allan's video. All I need is the BP's. Put a project(P6) on github for downloading. I could be off and running. I have a client would like to see Chaos in an ad. I need to seize the moment.
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Originally posted by OptimisticMonkey View Post
These videos are pretty useless considering everyone here is struggling to understand how fields work, and you only show the result. Not the way you achieved this.Physics > Graphics
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Originally posted by Weiqi Gu View Post
To prevent destructible object from instant collapses, you probably want to set the object type to SLEEPING. I managed to awake SLEEPING objects by spawning a GeometryCollection bullet inside them, but with movable projectile, still no luck.
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