Originally posted by POTWD
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How to enable Chaos
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Physics > Graphics
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Originally posted by theProfessor View PostI have compiled the source for 4.25. And created the project for Chaos for 4.25. I need an explicit explanation on getting Chaos to work with 4.25. Thanks.
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Originally posted by X Grigry X View Post
Did you get your explanation? Because I can't make it work here... Could you show the different steps please?
Code:bCompileChaos = true; bUseChaos = true; bOverrideBuildEnvironment = true;
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Originally posted by RoboticHuman View Post
Seems like the only possible way through my experiments is to use the variable bOverrideBuildEnvironment in your project EditorTarget cs file.
Code:bCompileChaos = true; bUseChaos = true; bOverrideBuildEnvironment = true;
My 4.25 demo runs if I follow the documentation's steps. However, if I want to launch it from the UE4Editor.exe I generated, it tells me "this project was built with a different engine, rebuilt now?" and then the rebuild fails.
My ChaosDestructionDemoEditor.Target.cs file contains this :
Code:Type = TargetType.Editor; ExtraModuleNames.AddRange( new string[] { "ChaosDestructionDemo" } ); bCompileChaos = true; bUseChaos = true; bCompilePhysX = true; bCompileAPEX = true; bCompileNvCloth = true; bCustomSceneQueryStructure = true; BuildEnvironment = TargetBuildEnvironment.Unique;
Code:bUseChaos = true;
Code:BuildEnvironment = TargetBuildEnvironment.Unique;
Code:bOverrideBuildEnvironment = true;
Code:bUseChaos = true;
To resume, I can work with the demo by following the documentation's steps, but it requires to keep a dedicated engine only for it because there is a problem with this step from the documentation :
"6. Build the ChaosDestructionDemo for Development Editor (should be the default Visual Studio configuration). This will build the whole engine, with Chaos, since it's already setup in the project's Target file." -> this does not generate an UE4Editor.exe
So I have a 2nd engine I built the "classic" way, with Chaos working great and a generated .exe, but I cannot open the Demo with this one... Really weird.Last edited by Rainoxer; 05-27-2020, 07:47 PM.Physics > Graphics
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VictorLerp, Can you please help with enabling Chaos in 4.25? It seems a lot of people are facing issues but no one is responding from Epic's side
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Originally posted by RoboticHuman View PostVictorLerp, Can you please help with enabling Chaos in 4.25? It seems a lot of people are facing issues but no one is responding from Epic's side
The problem is the demo.Physics > Graphics
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I still has problems to run ChaosDestructionDemo, does that have a way to work?
my steps are
1, download the unreal engine from github, branch 4.25.0-release
2, follow the guide, modify UE4Editor.Target.cs and build UE4 with Chaos, https://docs.unrealengine.com/en-US/...iew/index.html
3, download ChaosDestructionDemo project and generate sln file with 4.25 engine
4, build and run, the problem happened with below
Code:LogInit: Display: Running incorrect executable for target. Launching Unreal Projects/ChaosDestructionDemo/Binaries/Win64/ChaosDestructionDemoEditor.exe... LogCore: Engine exit requested (reason: EngineExit() was called) LogExit: Preparing to exit.
Code:public UE4EditorTarget( TargetInfo Target ) : base(Target) { Type = TargetType.Editor; BuildEnvironment = TargetBuildEnvironment.Unique; bBuildAllModules = true; ExtraModuleNames.Add("UE4Game"); bCompileChaos = true; bUseChaos = true; bOverrideBuildEnvironment = true; }
Last edited by GollumZz; 05-31-2020, 06:27 AM.
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Originally posted by flioink View PostGitHub link appears to be dead, at least on my end.
try this:
https://www.unrealengine.com/en-US/ue4-on-github
https://docs.unrealengine.com/en-US/...ine/index.html
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I just got Chaos working on UE4.25.
The UnrealEngine-4.25.0-release.zip from github did not work for me (shader errors, LogMrMesh declared twice errors, etcs), I use git clone to get the most recent version.
This is my UE4Editor.Target.cs that build successfully:
==
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
Type = TargetType.Editor;
//BuildEnvironment = TargetBuildEnvironment.Unique;
BuildEnvironment = TargetBuildEnvironment.Shared;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");
bCompileChaos = true;
bUseChaos = true;
bOverrideBuildEnvironment = true;
}
}
==
To run the Demo:
With the UE425+Chaos editor working, build a Blank Project and then copy the ChaosDestructionDemo423\Content folder to this new project Blank\Content folder, this is the easier way (that I found) to run the Demo without problems.
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Update: It's working on 4.25.1 too.Last edited by DarknessFX; 06-03-2020, 06:03 PM.
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Just tried all the steps above for ue4 4.24.3 and 4.25.1 both times the chaos demo fails, it won’t let me enter the last part with the building says something about a cache, tried removing the barrier but nothing happens to the second building. Can someone just post a video. My specs are a gtx 1060 6gb i7 16gb ram.
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I successfully built 4.25.1 and the plugin is "working". The problem is that even a small box fractured in 20 pieces literally destroy fps to near 5-10 until the box is completely broken, plus, even other objects are completely bugged and start moving on the floor with no reason at all as if they were pieces of ice on a floor completely covered in oil. This was supposed to be a significant improvement from previous version and it ended up being a tremendous joke considerning that all this crazy things wasn't happening with 4.24. And they call it "High performance physics". My willing to learn this engine is decreasing with each release.
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