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  • replied
    Originally posted by pstarace View Post
    Built the source as per VicrorLerp's instructions at the top of thread, and I managed to get GeometryCollection and Fracture to work. When the scene plays the cube falls, hits the ground (make sure you have floor turned on) and breaks apart. Plugins are enabled, and a key point is to change ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than "TaskGraph". Next is to figure out Fields.
    Yes! Changing the threading model made it all suddenly work for me too

    Leave a comment:


  • replied
    Originally posted by Doctor Ergot View Post
    OK, now how to implement shooting mechanics?
    - collision for geo collection for tracing it
    - field system to cause destruction

    GDC talk nicely shows effect and general components of system, but not the implementation detail.
    You don't need to use the field system to cause destruction-- if you use geometry collections as projectiles, them hitting each other causes destruction.

    Here's a video of my first tests:
    https://www.youtube.com/watch?v=FajciFOFzkw

    Leave a comment:


  • replied
    Originally posted by xxAtrain223 View Post
    They moved it to the Fracture Editor Mode. Select your static assets in your level, go to the Fracture Editor Mode panel, and click the Generate Geometry Collection Asset button under the Select group. It will bring up a dialog window to save the new GeometryCollectionAsset, and then replace the static assets with the new GeometryCollectionAsset.
    Are you using P2 from the launcher? I don't see the Fracture Editor in the Mode panel.

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  • replied
    They moved it to the Fracture Editor Mode. Select your static assets in your level, go to the Fracture Editor Mode panel, and click the Generate Geometry Collection Asset button under the Select group. It will bring up a dialog window to save the new GeometryCollectionAsset, and then replace the static assets with the new GeometryCollectionAsset.

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post

    Are you using P2 from the launcher? How did you get the "Fracture editor" to come up?
    theProfessor i built from ue_4.23 p2 source on github. the Fracture editor was hidden next to the Geometry Editing tab in the modes section.
    but still nothing appears when i right click in browser and go to physics.

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post

    Are you using P2 from the launcher? How did you get the "Fracture editor" to come up?
    See the original post. You can NOT use the launcher version.

    Leave a comment:


  • replied
    Originally posted by RJM View Post
    Geometry Collection not showing up in UE 4.23 preview 2 from source.
    I built a BP and a C++ project neither has the GeoCollection when i right click in browser and go to physics.
    i followed VictorLerp post
    I also changed the ChaosSettings to anything besides TaskGraph like in the previous 2 posts.
    any help would be appreciated,

    *edit*
    the Fracture editor was hidden and i can generate a geocollection from there.

    edit 2*

    where are these initialization fields.
    in the Order from Chaos - Destruction in UE4 | GDC 2019 | Unreal Engine video when he right clicks in browser i see the field system option which doesnt appear for me.
    Are you using P2 from the launcher? How did you get the "Fracture editor" to come up?

    Leave a comment:


  • replied
    OK, now how to implement shooting mechanics?
    - collision for geo collection for tracing it
    - field system to cause destruction

    GDC talk nicely shows effect and general components of system, but not the implementation detail.

    Leave a comment:


  • replied
    Originally posted by pstarace View Post
    Built the source as per VicrorLerp's instructions at the top of thread, and I managed to get GeometryCollection and Fracture to work. When the scene plays the cube falls, hits the ground (make sure you have floor turned on) and breaks apart. Plugins are enabled, and a key point is to change ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than "TaskGraph". Next is to figure out Fields.
    Very nice! Thanks a lot for this tip. Now it's working

    Leave a comment:


  • replied
    Geometry Collection not showing up in UE 4.23 preview 2 from source.
    I built a BP and a C++ project neither has the GeoCollection when i right click in browser and go to physics.
    i followed VictorLerp post
    I also changed the ChaosSettings to anything besides TaskGraph like in the previous 2 posts.
    any help would be appreciated,

    *edit*
    the Fracture editor was hidden and i can generate a geocollection from there.

    edit 2*

    where are these initialization fields.
    in the Order from Chaos - Destruction in UE4 | GDC 2019 | Unreal Engine video when he right clicks in browser i see the field system option which doesnt appear for me.
    Last edited by RJM; 07-20-2019, 06:01 PM.

    Leave a comment:


  • replied
    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....
    Last edited by OptimisticMonkey; 07-20-2019, 03:49 PM.

    Leave a comment:


  • replied
    Built the source as per VicrorLerp's instructions at the top of thread, and I managed to get GeometryCollection and Fracture to work. When the scene plays the cube falls, hits the ground (make sure you have floor turned on) and breaks apart. Plugins are enabled, and a key point is to change ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to anything other than "TaskGraph". Next is to figure out Fields.

    Leave a comment:


  • replied
    I have upgraded Win7 to Win10 and finally chaos worked well.
    There are no errors to generate Geometry Collection.

    Leave a comment:


  • replied
    theProfessor, You'll sit at 45% for awhile as the shaders are compiled. If you start task manager you'll see Unreal and if you click the drop down arrow you'll see the shaders being built utilizing all the cores you have available. So, be patient.

    Leave a comment:


  • replied
    Finally have compiled 4.23 P2 witn no errors. Here is in the docs. "1. After compiling finishes, you can load the editor from Visual Studio by setting your startup project to **UE4** and pressing **F5** to debug". I guess I start it in VS 2017. I am not a great wizard with VS. Could you give me an explicit on how to get 4.23 P2 to start. I tried the UE4Editor.exe. It starts OK gets to 45% and just sets there. I have looked at readme.md. The compile took 5 hours.

    Leave a comment:

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