Announcement

Collapse
No announcement yet.

Unreal Engine 4.26-Chaos Preview now available on the Epic Games launcher

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Originally posted by Omarito View Post
    not a bug but a feature request, please make it possible to fracture mesh based on its material ID, I mean each material ID detected on a mesh can have differents fracture settings applied! it will make the workflow much more convenient and will save an incredible amout of time when using chaos destruction for large scale project! despite saving time, it will make already setup geometry/mesh of existing projects in development compatible and you don't have to redivide, re arrange and setup meshes to get it running destruction conveniably.
    You can pre-fracture a mesh in your DCC to do this. You probably already know if you got this far
    Part of my process for preparing assets usually comes from vertex grouping the mesh and applying a dummy material to seperate it at the end. Then place them together with sm comps in an actor and let the fracture handle the organisation at that point. After that just select a fractured mesh, then subfracture it again and cluster it, all the sub-fracturing can come from the levels based on your simulation results. It gives the same result as what you want, but it's the long way around. I know, because I thought of this too and had to workaround it So +1 for this.
    http://unrealdeveloper.uk

    Comment


      #32
      Vehicle is totally unusable. Create project from template, (vehicle basic) and then we you spawn it, the vehicle will immediately spin around the world..

      Comment


        #33
        Originally posted by Syed View Post
        Vehicle is totally unusable. Create project from template, (vehicle basic) and then we you spawn it, the vehicle will immediately spin around the world..
        even with this version you need to switch on the chaos-vehicle plug-in, someone did a few videos about using chaos with a 4 wheeled vehicle, i've found works better than the old system but you'll still need to a lot of tweaking
        UT40K:The Chosen - Warhammer 40,000 for UE4
        ut40kgeodav - UE4 Tutorials

        Comment


          #34
          Does simulation caching work now in 4.26? It seems to only work in 4.23.

          Comment


            #35
            Originally posted by Geodav View Post

            even with this version you need to switch on the chaos-vehicle plug-in, someone did a few videos about using chaos with a 4 wheeled vehicle, i've found works better than the old system but you'll still need to a lot of tweaking
            Okay, Thanks! I thought the vehicle template is already using the chaos version.

            Comment


              #36
              Originally posted by fuzzywobs View Post
              So I have two different types of physics constraints in my game:

              1) Where all the limits are locked in all axis and unbreakable - these work fine in 4.26 Chaos build.

              2) Where the constraints are limited to swing in different axes - these are are just unusable as is in 4.26 Chaos.

              For number 2) I am using identical values to my previous PhysX build (which works perfectly fine), but in the 4.26 Chaos build all the members are super fragile and jittery and just touching them will break them and fly away. I've tried tweaking everything I can think of (strengths, break thresholds, masses etc.) but nothing seems to work.

              Anyone have any recommendations?
              Anyone have any recommendations on this problem before I just revert back to PhysX?

              Comment


                #37
                It seems in 4.26 chaos preview my anchor fields don't work, does it work differently now or is this a bug? I was also wondering if replication is still a thing that's worked on. It seems the client breaks the pieces the same way as the host, which is great, but it glitches like crazy in the client game.

                Overall, I'm really happy we can use Chaos now without having to build the engine. That being said, having used Apex alot it's still a bit of a hassle to work with. Apex (for me) works more "out of the box" whereas Chaos still needs a lot of steps to implement, like creating anchor field and sleep field blueprints. I hope in the future it will become more accessible in that sense.
                Last edited by IdszNL; 01-15-2021, 05:27 PM.

                Comment


                  #38
                  Hi, i downloaded the chaos version of UE4 from the Epic launcher. Everything works except import from Megascan. I can't get the bridge to install properly. If i start a project the editor crashes saying that Plugin 'megascansplugin' failed to load because module.. could not be found.
                  I've uninstalled it twice and reinstalled and it still has the same errors..

                  It DOES install on 4.26 without the extra plugin.. but not on the one with Chaos. Any ideas please?

                  Comment


                    #39
                    So, with Nv, in order to make cloth collide with environment we had to use a hack, which applied micro-movement to the cloth actor. What is it now in Chaos? Because the option "collide with environment" never did anything and the hack doesn't work anymore.

                    Comment


                      #40
                      Originally posted by hyperdr1ve View Post
                      Chaos is ignoring the global gravity override, objects fall at the same rate whether gravity is set to 0 or -1 billion. So it isn't possible to do zero-g simulations. Movement components still obey world gravity, so I know the problem is just chaos. Is this not quite at feature parity or is there another place to modify global z gravity?
                      This has been driving me crazy. Glad I am not the only one who noticed. Global Gravity only affects character and projectile movement as far as I can tell. It is not having any effect on other actors or static meshes with physics enabled. Everything just falls at the same rate.

                      Only happens for me in 4.26.Chaos. Without Chaos everything behaves as expected.

                      Comment


                        #41
                        Originally posted by fuzzywobs View Post

                        Anyone have any recommendations on this problem before I just revert back to PhysX?
                        I don't plan on using Chaos anymore for my game projects until it is 100% production ready. PhysX is limited but although with some flaws it should still be usable. However indeed Chaos is needed but it's just useless if it is not absolutely stable and reliable with no major issues. We will see if Chaos can be used for real with the 5.0 release as it should be the case or once again there will be bugs like with other APIs in the engine causing people to wait for the next release endlessly. I really hope that Epic Games managed to make UE 5.0 source code fully modular and that all reported bugs would get fixed in a given release and not wait years to get fixed as it keeps happening with UE4.
                        Last edited by DarkS474; 01-19-2021, 10:11 AM.

                        Comment


                          #42
                          I have some strange objects behavior.
                          When I use my own ChaosSolver in a level and attach it to a GeometryCollection, the GeometryCollection not response by any channel or type for LineTrace. If I dettach the ChaosSover from GC, the GC will response normaly.
                          Is it okey for Chaos? Is ChaosSolver isolating the GeometryCollection for any collision?

                          Comment


                            #43
                            I'm guessing a bug in the chaos vehicle...
                            If I start the game without an already placed vehicle in level it just hovers in the air. It's spawned properly and all but looks like doesn't have any physics. It responds to input (gears set to 1 or R). If I start the game with a vehicle in level and option auto possess is set to pc0 it works fine.

                            Comment


                              #44
                              I second that cloth created in physx builds take a very long time to load. Happens both in editor and in test play. It also takes up all of my RAM like 5 times over.
                              ​​

                              Comment


                                #45
                                How can I solve the problem with the fact that a project with chaos caching enabled is not going to be built?

                                Comment

                                Working...
                                X