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    Originally posted by dwbolson View Post
    Having read this entire forum history, read the wiki, and watched the following video: https://www.youtube.com/watch?v=hx9dHgcN0bE I still have problems.

    A geometry collection set as dynamic immediately explodes (tried with a collection of meshes).
    - Changing the value of the floor does nothing.
    - Switching the chaos physics thread to something besides task view causes dynamic meshes to no longer move at all.

    Any insight on these issues? 4.24.3. VS2019.
    First issue is 2019. its not fully supported yet and is a bad choice since no consoles even support it except windows and linux and mac.
    4.24.3 is not a good choice either. 4.25.3 would be the best route as chaos has alot of fixes in this version.

    use my guide. there only seems to be 1 branch working and that is shown in my guide.

    https://forums.unrealengine.com/unre...34#post1780034
    Last edited by frostic; 08-25-2020, 02:30 PM.
    Matt Walton: Programmer and owner of WireLiteSoft Games.

    [Streaming Terrains][WireLiteSoft.us]

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      Originally posted by Ninjin View Post
      Dunno why everybody here fears VS 2019. I compiled the newest 4.25 plus branch with 2019 and it works, they probably fixed all issues now.
      its because most consoles don't even support 2019 yet. tell sony and sega and nintendo and xbox to get on the ball and upgrade their **** LOL
      Matt Walton: Programmer and owner of WireLiteSoft Games.

      [Streaming Terrains][WireLiteSoft.us]

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        Thanks frostic. Moving up to 4.25.3 did solve my listed issues and more. Now to figure out how to get collisions between static geometry collections and skeletal meshes...

        Comment


          Is there anyway to get the BP's from 4.25 into 4.26 p1?

          Comment


            How to Disable Chaos 4.26 p1 ?

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              Hello, I have multiple questions related to performances & optimization :
              • Is it possible with C++/BP to tell a chunk to automatically enter sleep mode when its speed goes under a determined value, without using sleep fields? Sleep fields are not really flexible, in Epic's demo they are placed under buildings so they don't take into account the case when your chunk gets destroyed at 3rd floor, gets blocked by the 2nd floor that is still intact and the sleep field is at ground level...
              • An alternative to the previous question is to simply delete small chunks when they are separating from the original mesh, instead of sleeping them. But I don't know how to do this. I tried using the "Break BreakChaosEvent" node within a geometry collection promoted to blueprint, and linked the "component" return of the node to a "DestroyComponent" node : it seems it targets the entire collection instead of generated chunks, and it's crashing the game + the editor.








              If I link the "Component" output to a function node "DestroyComponent" then the target is actually the geometry collection instead of the generated chunks, and the game + editor crash when testing anyway.



              I've seen that it is possible to generate break data and filter it by mass/speed/volume in a Chaos Solver Actor but I have no idea if it's related to the chunks or the original collection, and I don't know how to use this generated data.
              Last edited by Rainoxer; 09-28-2020, 07:33 PM.
              Physics > Graphics

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                Rainoxer you could use a field for this right, the individual fractures should be affectable as they are able to be disabled or killed individually im sure there is a threshold somewhere for how many particles can be under simulation at once

                Did you have any luck using spawning Niagara particles from destruction data?
                Samuel Cook
                Studio Head - Artifaction Studios

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                  Originally posted by V0xFire View Post
                  Rainoxer you could use a field for this right
                  No I cannot because sleep/disable fields are usually static & placed on the ground, which means if a chunk separates from its mesh on the 8th floor of a building but gets stopped by the 7th floor, it won't stop simulating because it won't enter the field.
                  And I can't place a field on the 7th floor because it would disable the destruction of this floor.

                  I really need to find a way to destroy the small chunks as soon as they separate from the original mesh.
                  My goal is to be able to simulate an entire skyscraper falling down (I need it dynamic not pre-cached) with a good framerate. So only the large pieces that could affect gameplay by hurting players or providing cover should be simulated. Usually, that's not a lot to simulate because we are talking about things at least 1m^3 large.
                  Maybe you are wondering why I still want to have chunks as small as 10cm^3 if I delete them when they separate? Simply for bullet holes and other small damages. It depends of the material by the way. For example, steel beams that are usually supporting the weight of skyscrapers are not as brittle as concrete.
                  Last edited by Rainoxer; 10-01-2020, 05:29 PM.
                  Physics > Graphics

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                    Originally posted by Hyunwoo Kang View Post
                    How to Disable Chaos 4.26 p1 ?
                    Would like to know too.

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                      Originally posted by Ahmed.Turki View Post

                      Would like to know too.
                      Delete it.

                      Comment


                        Can I use Chaos in 4.25.3 retail? The plug-in is installed per default (ChaosEditor Beta 1.0), but there is no 'Fracture' mode avail! Help!
                        [LEGENDS of EPICATwitter / FB / YT / Vimeo discord.gg/saG3x4Y]

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                          Originally posted by unit23 View Post
                          Can I use Chaos in 4.25.3 retail? The plug-in is installed per default (ChaosEditor Beta 1.0), but there is no 'Fracture' mode avail! Help!
                          Chaos is in 4.26 p3(launcher). It is working OK. A little slow with GC with large number of fracturing. Here is my youtube link. https://www.youtube.com/channel/UC3N...apPAMqXJsaVBWA

                          Comment


                            Originally posted by theProfessor View Post

                            Chaos is in 4.26 p3(launcher). It is working OK. A little slow with GC with large number of fracturing. Here is my youtube link. https://www.youtube.com/channel/UC3N...apPAMqXJsaVBWA
                            Thanks. The issue I have, need to wait for the stable 4.26 release. Just wanted to add some destructible meshes, but not even the old APEX feature is available in 4.25.3, and the documentation page is not updated either. VictorLerp
                            [LEGENDS of EPICATwitter / FB / YT / Vimeo discord.gg/saG3x4Y]

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