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  • replied
    Fantastic it worked. Need a video on how to use the Fracture editor.

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  • replied
    Originally posted by theProfessor View Post

    No. I take it would have to re-compile. 5 hours latter. I will wait for the finished version.
    Is this OK

    using UnrealBuildTool;
    using System.Collections.Generic;

    public class UE4EditorTarget : TargetRules
    {
    public UE4EditorTarget( TargetInfo Target ) : base(Target)
    {
    bCompileChaos = true;
    Type = TargetType.Editor;
    BuildEnvironment = TargetBuildEnvironment.Shared;
    bBuildAllModules = true;
    ExtraModuleNames.Add("UE4Game");
    }
    }

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  • replied
    Originally posted by VictorLerp View Post

    Did you add "bCompileChaos = true;" to the UE4Editor.Target.cs file before compiling?
    No. I take it would have to re-compile. 5 hours latter. I will wait for the finished version.

    Leave a comment:


  • replied
    Originally posted by VictorLerp View Post

    Thanks for flagging this! It's only temporary and will be fixed. I'll go ahead and add it to the notes for now, and will update them when it's no longer needed.
    VictorLerp, Now that we have Fracture and Geometry working, I tried enabling the "Fields" Plugin, and either it doesn't work, or I don't know quite how to use it and apply forces. I'm looking to do the destruction effect as seen in the RoboRecall video (though on a smaller scale) with my students. Would you have some insight on this, and/or a guide to the blueprint as in the video would be very helpful.

    Thank you for all you do!
    Last edited by pstarace; 07-26-2019, 08:20 AM.

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  • replied
    Originally posted by theProfessor View Post

    I did clean compile of P3. I have loaded all the plugins. I do not see the Fracture editor.
    Did you add "bCompileChaos = true;" to the UE4Editor.Target.cs file before compiling?

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  • replied
    Originally posted by VictorLerp View Post

    Chaos currently only works if you download and compile the engine from GitHub. Follow the steps outlined in the first post of this thread to get started!
    I did clean compile of P3. I have loaded all the plugins. I do not see the Fracture editor.

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  • replied
    Originally posted by theProfessor View Post
    Using 4.23 P3 from the launcher. Does Chaos work? Need a video.
    Chaos currently only works if you download and compile the engine from GitHub. Follow the steps outlined in the first post of this thread to get started!

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  • replied
    Using 4.23 P3 from the launcher. Does Chaos work? Need a video.

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  • replied
    Originally posted by OptimisticMonkey View Post
    pstarace you are awesome! That worked for me.... ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than "TaskGraph"

    Thank you !!

    VictorLerp maybe add that step to the first post....
    Thanks for flagging this! It's only temporary and will be fixed. I'll go ahead and add it to the notes for now, and will update them when it's no longer needed.

    Leave a comment:


  • replied
    Originally posted by Schwingggg View Post

    I'm not entirely sure, but I believe you have to create your own that are entirely blueprint or C++ based. Would be nice to get the ones they constructed for the demo, as the api isn't super intuitive.
    same for me.

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  • replied
    Originally posted by Jiri.Dockal View Post
    To use fields you need to enable one additional plugin: FieldSystemPlugin. Field systems assets can be then created in content browser under physics category

    Edit: unfortunately the actual implementation of fields is not in 4.23 branch. I.e. you can create FieldSystem asset but it does nothing. Am I still missing someting or fields just didn't make it into 4.23 prev2?
    I'm not entirely sure, but I believe you have to create your own that are entirely blueprint or C++ based. Would be nice to get the ones they constructed for the demo, as the api isn't super intuitive.

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post
    Just tried Preview 3. Still no geometry collection. The mesh editor does not show now. We are going backwards.
    it’s been disabled due to it being outdated and broken. There’s another plugin called “editable mesh” that is newer and is better

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  • replied
    Just tried Preview 3. Still no geometry collection. The mesh editor does not show now. We are going backwards.

    Leave a comment:


  • replied
    To use fields you need to enable one additional plugin: FieldSystemPlugin. Field systems assets can be then created in content browser under physics category

    Edit: unfortunately the actual implementation of fields is not in 4.23 branch. I.e. you can create FieldSystem asset but it does nothing. Am I still missing someting or fields just didn't make it into 4.23 prev2?
    Last edited by Jiri.Dockal; 07-23-2019, 07:41 AM.

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  • replied
    Originally posted by theProfessor View Post

    How does one get the Fracture Editor to appear?
    The first post in this thread shows the requirements, except for this:


    ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than "TaskGraph".


    I'll add that the project I created to test Chaos is a Blueprint project. Now, I won't swear to it, but if you try to create a C++ project you also have to modify the <projectname>Editor.Target.cs file as well. I haven't gotten that far to test a C++ project since BP was working for me.

    Leave a comment:

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