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    Originally posted by Pellaaa93 View Post
    hey people i need help... i managed to create multiple geometrycollections and they work (break) perfectly, also field work great, then i was trying to break things shooting projectile but of course it doesn't work. I read that replacing sphere with a sphere geometrycollection as projectile should fix it and enable projectile to collide with the geometrycollection i want to break... but nothing changed, projectile still pass through. so after some test i realized that every different kind of geometrycollection doesn't interact with the other one. but if i duplicate the same one they do! for example i create 2 geometrycollection, 1 sphere 1 box, if i place sphere over the box when it fall down it just smash passing trough the box, but if i duplicate the box and make the second box to fall over the first collision work and they both break! is this a bug or am i missing something?
    I need some help also with using the fps template. I am using the shooter from the demo. https://www.youtube.com/watch?v=lr8qjOZToA4
    How about some new tutorials? Oakman.

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      Pellaaa93
      I guess it's related to the Cluster Group Index.
      https://docs.unrealengine.com/en-US/...gandclustering

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        Originally posted by SkyDelete View Post
        Pellaaa93
        I guess it's related to the Cluster Group Index.
        https://docs.unrealengine.com/en-US/...gandclustering
        i partially solved it by enabling linetracing but collision are very bugged on complex object...now i can break things with the firegun of chaos demo and normal projectile bounce on geometrycollection but i can't make it break things...with both impact or damage applied

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          Originally posted by Pellaaa93 View Post
          hey people i need help... i managed to create multiple geometrycollections and they work (break) perfectly, also field work great, then i was trying to break things shooting projectile but of course it doesn't work. I read that replacing sphere with a sphere geometrycollection as projectile should fix it and enable projectile to collide with the geometrycollection i want to break... but nothing changed, projectile still pass through. so after some test i realized that every different kind of geometrycollection doesn't interact with the other one. but if i duplicate the same one they do! for example i create 2 geometrycollection, 1 sphere 1 box, if i place sphere over the box when it fall down it just smash passing trough the box, but if i duplicate the box and make the second box to fall over the first collision work and they both break! is this a bug or am i missing something?
          You can use the shooter chaosEx_05_gamepl. Move over the button. A cross-hair comes up then right click. If you ever get the fps to work let me know. Oakman does it his video.

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            Originally posted by theProfessor View Post

            You can use the shooter chaosEx_05_gamepl. Move over the button. A cross-hair comes up then right click. If you ever get the fps to work let me know. Oakman does it his video.
            yes i used it and works decently, regarding the fps u must spawn a force field when projectile hit something, that's what oakman said during live training but i still have to try

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              i managed to get projectile working and also some other great stuff

              https://youtu.be/dlICtQ11s1Q

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                Originally posted by Pellaaa93 View Post
                i managed to get projectile working and also some other great stuff

                https://youtu.be/dlICtQ11s1Q
                Great work. Any chance you would let me download project? Did you use 4.23.1? Or a video.
                Last edited by theProfessor; 12-13-2019, 11:56 AM.

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                  Is chaosDemoEditor same as regular ue4editor or do I have to build ue4editor separate for production work?

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                    Eventually, could anyone build 4.24 with Chaos enabled?
                    Or everybody gets such an error: https://forums.unrealengine.com/deve...-chaos-enabled

                    lazysnake61
                    I couldn't do what the instructions said.
                    Having built the engine 4.23, I chose a demo in the project selection window and got a message that I had to rebuild it, rebuilt it and as a result I got a separate editor for the demo. At least it worked.

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                      Pellaaa93, Trying to get the fps to do Chaos destruction. Have the fps in the ChaosDemo. Put a GeoCollection that I was using with the shooter from 05 examples. When I shoot the GC the ball bounces off. How do I change the fps ball to the GC ball? Just a short video would help. I am getting close.

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                        Anyone know if there are plans to move this into a plugin? If so is there a timeline? I'd like to use Chaos without downloading and compiling the engine.

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                          Originally posted by lazysnake61 View Post
                          Is chaosDemoEditor same as regular ue4editor or do I have to build ue4editor separate for production work?
                          You will have two options:
                          - having the engine compiled with chaos, so all projects will have it enabled by default
                          - having a per project compilation with chaos
                          Ofc all scenarios the engine source is needed, at least until Chaos leaves Beta.
                          ​​​​​​​
                          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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                            Originally posted by StrayDorian View Post
                            Anyone know if there are plans to move this into a plugin? If so is there a timeline? I'd like to use Chaos without downloading and compiling the engine.
                            Since Chaos will be the foundation for Destruction and "Physics" for the engine, it will probably be built into the engine, since it traverses other modules, ie: Niagara. Not sure if it will be a fact its separation as a plugin, so in this case people could still use other physics plugin, ie: Blast.

                            As for a timeline, I see that if it is not mentioned into Trello, it will take long, actually Niagara still in Beta after a quite long time just because of Chaos. Major features like these would take at least 5-6 engine release iterations before leaving Beta. I could be wrong, but seems close to this.
                            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

                            Comment


                              It is probably worth updating the manual, at 4.24 you should use this line for compilation:
                              Try compiling it with this in the UE4Editor.Target.cs:

                              bCompileChaos = true;
                              bUseChaos = true;

                              Instead of:

                              bCompileChaos = true;

                              Comment


                                Does anybody know how to implement shooting at geometry collections for them to break?
                                Also, does anybody know if you can interact with debris? Like deleting them on walk over and receive an event for every chunk?

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