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  • replied
    Can we expect the sample content to work with the 4.25 release?

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  • commented on 's reply
    We'll provide learning resources in junction with the full release of Chaos. I haven't worked with Chaos in C++ yet so I personally can't be of any help but I'll mention it to the docs team!

  • replied
    Can anyone provide c++ examples how to use this physics system? I would be interested in setting up rigid body, constraints and applying forces. My aim is to construct articulated vehicle using this. Is his even possible in it's current state? VictorLerp I see there are classes for constraints and joints. Mind you provide code example how to construct some simple articulated hierarchy with rigid bodies and some constraints tying them together? I can work from that but have no clue how to initialize and setup simple things yet. Thank you.

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  • replied
    I also noticed that the Chaos Demo works with 4.23.1, doesn't work with 4.24.3. VictorLerp are you planning to make it work again on 4.25 ?
    Have you more visibility now of when it will be stable ?

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  • replied
    Originally posted by theProfessor View Post
    I have quite on Chaos. I just spent an hour with Apex with 4.25 and 4.24 it works OK. Maybe Chaos will work in 4.26. Probably the next century.
    I recommend trying the gamework BLAST while waiting or keeping the 4.23
    Last edited by Rainoxer; 04-15-2020, 04:28 PM.

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  • replied
    I have quite on Chaos. I just spent an hour with Apex with 4.25 and 4.24 it works OK. Maybe Chaos will work in 4.26. Probably the next century.

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  • replied
    Originally posted by Rainoxer View Post


    I tried 4.24.2 this week and I encountered exactly the same problem.

    HOWEVER, I then tried changing ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to "SingleThread" instead of "TaskGraph" and I got this new crash log :

    Code:
    Assertion failed: !HasAttribute(Name, Group)
    [File:C:\UE4_forks\UnrealEngine-4.24.3-release\Engine\Source\Runtime\Experimental\GeometryCollectionCore\Public\GeometryCollection/ManagedArrayCollection.h] [Line: 120]


    Do you know if Chaos is working fine in 4.25 ?
    No,When you click play in editor,it crash,then epic fix it,but when you active chaos,it crash again.
    And if you switch level,it will also crash.

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  • replied
    Originally posted by V0xFire View Post
    theProfessor i have compiled and run my project using chaos in 4.24.2, however it now crashes when i have a geometry collection in the level, i have submitted a bug report

    this is the error dialogue i get.

    Assertion failed: false
    [File:D\UnrealEngine-4.24\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos/HeightField.h] [Line: 43]

    anyone had any luck with this or is this going to be a waiting game?

    I tried 4.24.2 this week and I encountered exactly the same problem.

    HOWEVER, I then tried changing ProjectSettings -> Physics -> ChaosSettings -> DefaultThreadingModel to "SingleThread" instead of "TaskGraph" and I got this new crash log :

    Code:
    Assertion failed: !HasAttribute(Name, Group)
    [File:C:\UE4_forks\UnrealEngine-4.24.3-release\Engine\Source\Runtime\Experimental\GeometryCollectionCore\Public\GeometryCollection/ManagedArrayCollection.h] [Line: 120]


    Do you know if Chaos is working fine in 4.25 ?
    Last edited by Rainoxer; 03-26-2020, 08:24 PM.

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  • replied
    Us Artists are the ones who are going to have to mess with Chaos and make thigns happen. Can we please get a version of the engine where you dont have to recompile the engine to make it work? Seems like a pointless overly complicated method for us to even learn how to use it. Its a lot of extra work just to get visual studio and learn how to recompile or whatever you have to do. In fact.. last time i tried.. i failed... didnt work. Please help...
    Last edited by kurylo3d; 03-15-2020, 01:58 AM.

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  • replied
    Hello VictorLerp ,

    Do you know if the final/release version of Chaos will integrate torsion & stress-based destruction?

    An example :
    Break 3/4 of Eiffel Tower's pillars. Do you expect the remaining pillar to resist and the tower to stay up? No.
    You expect the last pillar to bend before breaking because of the tower's weight and the additional forces applied to this pillar.


    The gamework NVidia BLAST supports stress-based destruction (I'm not sure about the torsion).
    Here is a good screenshot of what I'm talking about. The color indicates the forces applied to specific parts of the object, by it's own weight :
    Last edited by Rainoxer; 03-22-2020, 05:48 PM.

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  • replied
    Is there any reason to compile 4.24.3 ?, 4.25P1, 4.25Plus? This would to get Chaos to work.

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  • replied
    Originally posted by VictorLerp View Post

    Each new engine version contains more additions and bug fixes to Chaos.
    Is there something new Chaos related in 4.25? I've just tried to add a simulation component to a cube and it crashed the editor

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  • replied
    Alright, looking forward to the later 4.25 release then!

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  • replied
    Originally posted by jkinz3 View Post

    The 4.25 preview notes didn't mention chaos at all. I'm sure 4.25 will include tons of chaos work but were there any changes in the preview build?
    Release notes for Chaos will become available closer to full 4.25 release.

    Originally posted by THEAETIK View Post
    So basically, from what I understand now, it's 4.23 t'ill it is done.
    Chaos Beta = 4.23.

    You can enable Chaos in 4.24, but you really shouldn't. 4.25 is probably the same story.
    Each new engine version contains more additions and bug fixes to Chaos.

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  • replied
    So basically, from what I understand now, it's 4.23 t'ill it is done.
    Chaos Beta = 4.23.

    You can enable Chaos in 4.24, but you really shouldn't. 4.25 is probably the same story.

    Leave a comment:

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