Originally posted by JohnnyJimJams
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Last edited by Ali_TeamRevived; 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 PostFor 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.
No need for a strain field as it is basically an object of a certain density send with an initial velocity!
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Originally posted by THEAETIK View Post
This is really confusing and disappointing.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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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.pngLast edited by THEAETIK; 09-04-2019, 06:31 PM.
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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.
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.
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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.
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Originally posted by FX-R080T View PostHello 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.
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.
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Originally posted by real_eu View PostDiscovering 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.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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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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