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

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  • replied
    Preview 2 takes 10 minutes for each of; Applying clothing data, activating cloth paint, painting on cloth. I'm trying to simulate clothing for a character- The simulated clothes are around 25k tris.

    edit: It is manageable with less tris, almost 17k now- need to still wait for 1-2 mins when making changes.
    There is also a problem with self collisions jittering and spiking when enabled.
    We also experienced these same issues 3-4 months ago, and disabled Chaos for now.

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  • replied
    Preview 2 takes 10 minutes for each of; Applying clothing data, activating cloth paint, painting on cloth. I'm trying to simulate clothing for a character- The simulated clothes are around 25k tris.

    edit: It is manageable with less tris, almost 17k now- need to still wait for 1-2 mins when making changes.
    There is also a problem with self collisions jittering and spiking when enabled.
    Last edited by Lord Paasila; 02-25-2021, 08:32 AM.

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  • replied
    Installed Preview 2, Testing.

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  • replied
    I tried to submit a bug, but since I didn't receive any response for more than a month (maybe it's fine), I'll write about it here too.

    For some reason Chaos Vehicle Movement Component not work if it placed in a separate module of the vehicle.
    For example, I have a master vehicle blueprint, which initializes various modules (like chassis with vehicle component, weapons, etc) at runtime
    With PhysX, there were no issues when you spawn a module with a vehicle movement component at runtime. But with Chaos Physics in a similar setup vehicle simple not moving and I don't know why since there are no errors/warnings.

    I made a test project to show what I mean: https://drive.google.com/file/d/1iGP...tAy6FYu7JgDA78
    Maybe it's not a bug and I'm doing something wrong. If so, please tell me.

    Leave a comment:


  • replied
    Please, help us with the problem below in this version! UE4 has been crashing for a while now - after every few minutes of use for the past 6+ months. Dunno wth happened, but there is a problem with the new windows/nvidia driver updates and the only way that seems to have fixed this issue is to have nvidia drivers from last march.

    https://forums.unrealengine.com/unre...gain-and-again

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  • replied
    I noticed a few bugs/problems related to Chaos Vehicle.

    1. Chaos Vehicle does not like driving on Spline Mesh Components. It looks like wheels cannot decide on what spline mesh collision primitive they are, and they are very jittery, and can jump into the air.. Setting the mesh collision to "complex as simple" fixes the problem.
    2. When vehicle is teleported it can easily stuck in the air while falling. (it can also happen when you jump)
    3. Origin Shifting does not work with vehicles (and any other skeletal meshes, as far as I know)
    4. When vehicle wheels are not touching the ground, you can't increase RPM, and wheels are not moving
    5. When you park your car next to a STATIC obsticle and try to push it, your wheels should start to slip in place, and that happends when car have enough power (which is good). The problem is that your wheels suddenly stops every few seconds for some reason. And because of that it is impossible to do "burnouts". I think that they stop when you reach max RPM, but I may be wong about that.
    6. When you turn, and your front wheels starts to slip, they suddenly turn more that they should at given speed.

    Other than that, I think that Chaos Vehicle is much better than old PhysX Vehicle. It feels much more "real".

    Edit: I have some more problems:

    7. Vehicle does not want to move when it is not on a flat surface
    8 . Vehicle slowly moves even with no input
    9. When the vehicle is rolling, it can go uphill with no problems (even on VERY steep slopes)
    10. It also does not speed up when going downhill.
    11. It even looks like the vehicle speeds up when going uphill, and slows down going downhill, but it depends on slope.
    Last edited by Actuss; 02-09-2021, 06:51 PM.

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  • replied
    Originally posted by Alan Edwardes View Post
    Hi,

    I have been testing the Chaos build from the launcher and am seeing objects fall through the floor, if that floor is quite thin. Here is an example video:



    Here's the test project from the video: https://iamestranged.com/distribute/...lisionTest.zip

    This could happen with PhysX, but when you turn on CCD with PhysX it fixes it - that doesn't seem to be the case with Chaos!

    I can reproduce this with a plane, but it also reproduces with Engine/BasicShapes/Cube with a scale of 10, 10, 0.05.

    Will this limitation be addressed in later versions?

    Thanks!
    Alan
    Last I checked they hadn't implemented any form of CCD for chaos yet.

    Leave a comment:


  • replied
    Hi,

    I have been testing the Chaos build from the launcher and am seeing objects fall through the floor, if that floor is quite thin. Here is an example video:



    Here's the test project from the video: https://iamestranged.com/distribute/...lisionTest.zip

    This could happen with PhysX, but when you turn on CCD with PhysX it fixes it - that doesn't seem to be the case with Chaos!

    I can reproduce this with a plane, but it also reproduces with Engine/BasicShapes/Cube with a scale of 10, 10, 0.05.

    Will this limitation be addressed in later versions?

    Thanks!
    Alan
    Last edited by Alan Edwardes; 02-08-2021, 07:16 PM.

    Leave a comment:


  • replied
    Hi,

    I'm trying to package my project with UE 4.26.2 Chaos version, and I'm having this error. (same as Actuss I guess)

    UATHelper: Packaging (Windows (64-bit)): Building 2 actions with 20 processes...
    UATHelper: Packaging (Windows (64-bit)): [1/2] PackageTry-Win64-Shipping.exe
    UATHelper: Packaging (Windows (64-bit)): Creating library E:\UnrealProjects\PackageTry\Binaries\Win64\PackageTry-Win64-Shipping.lib and object E:\UnrealProjects\PackageTry\Binaries\Win64\PackageTry-Win64-Shipping.exp
    UATHelper: Packaging (Windows (64-bit)): Module.ChaosVehicles.cpp.obj : error LNK2019: unresolved external symbol "private: void __cdecl UChaosWheeledVehicleMovementComponent::FillWheelOutputState(void)" (?FillWheelOutputState@UChaosWheeledVehicleMovementComponent@@AEAAXXZ) referenced in function "protected: virtual void __cdecl UChaosWheeledVehicleMovem
    entComponent::UpdateSimulation(float)" (?UpdateSimulation@UChaosWheeledVehicleMovementComponent@@MEAAXM@Z)
    UATHelper: Packaging (Windows (64-bit)): Module.ChaosVehicles.gen.cpp.obj : error LNK2019: unresolved external symbol "public: static void __cdecl UChaosWheeledVehicleMovementComponent::BreakWheelStatus(struct FWheelStatus const &,bool &,struct FVector &,class UPhysicalMaterial * &,float &,float &,bool &,float &,bool &,float &,struct FVector &)" (?BreakW
    heelStatus@UChaosWheeledVehicleMovementComponent@@SAXAEBUFWheelStatus@@AEA_NAEAUFVector@@AEAPEAVUPhysicalMaterial@@AEAM414142@Z) referenced in function "public: static void __cdecl UChaosWheeledVehicleMovementComponent::execBreakWheelStatus(class UObject *,struct FFrame &,void * const)" (?execBreakWheelStatus@UChaosWheeledVehicleMovementComponent@@SAXPEAVUOb
    ject@@AEAUFFrame@@QEAX@Z)
    UATHelper: Packaging (Windows (64-bit)): Module.ChaosVehicles.gen.cpp.obj : error LNK2019: unresolved external symbol "public: static struct FWheelStatus __cdecl UChaosWheeledVehicleMovementComponent::MakeWheelStatus(bool,struct FVector &,class UPhysicalMaterial *,float,float,bool,float,bool,float,struct FVector &)" (?MakeWheelStatus@UChaosWheeledVehicle
    MovementComponent@@SA?AUFWheelStatus@@_NAEAUFVector@@PEAVUPhysicalMaterial@@MM0M0M1@Z) referenced in function "public: static void __cdecl UChaosWheeledVehicleMovementComponent::execMakeWheelStatus(class UObject *,struct FFrame &,void * const)" (?execMakeWheelStatus@UChaosWheeledVehicleMovementComponent@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
    UATHelper: Packaging (Windows (64-bit)): E:\UnrealProjects\PackageTry\Binaries\Win64\PackageTry-Win64-Shipping.exe : fatal error LNK1120: 3 unresolved externals
    UATHelper: Packaging (Windows (64-bit)): Took 7.507629s to run UnrealBuildTool.exe, ExitCode=6
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Aron\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.26Chaos\UBT-PackageTry-Win64-Shipping.txt)
    UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
    UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults: Error: Unknown Error

    I get this when trying to package vehicle template or any project with chaos vehicles, other templates or projects without chaos vehicle can be packaged normally. Also, it can't be packaged only on shipping configuration.
    Last edited by Earon1; 02-07-2021, 04:34 AM.

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  • replied
    This crash still happens in preview2.
    Assertion failed: HorizonNext->Vertex == HorizonEdges[(HorizonIdx + 1) % HorizonEdges.Num()]->Vertex [File:\Build\++UE4\Sync\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\CollisionConvexMesh.h] [Line: 943]


    You can reproduce crash by loading 'SK_Veh_Car_Taxi_01_PhysicsAsset' from 'POLYGON City Pack'
    https://www.unrealengine.com/marketp...ygon-city-pack

    I have tried to debug this crash and found that 'HorizonEdges' array is already not in order from BuildHorizon() function.

    Leave a comment:


  • replied
    Originally posted by theProfessor View Post
    The upgrade is fantastic. A project loads with no hesitation and I can destroy the CG's immediately. Thanks.
    Here is a video https://www.youtube.com/watch?v=SUfKix1S96g

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  • replied
    Sadly, global gravity still only affects characters and projectiles. Nothing else.

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  • replied
    The upgrade is fantastic. A project loads with no hesitation and I can destroy the CG's immediately. Thanks.

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  • replied
    Originally posted by SONB View Post
    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.
    Code:
    // TODO: Add missing Chaos Cloth collision with environment
    if (bCollideWithEnvironment && ClothingSimulationFactory && ClothingSimulationFactory->GetName() == TEXT("ChaosClothingSimulationFactory"))
    {
        UE_LOG(LogSkeletalMesh, Display, TEXT("OnRegister[%s]: " "Chaos Cloth does not currently support bCollideWithEnvironment."), *GetNameSafe(SkeletalMesh));
    }
    it's not support

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  • replied
    UPDATE!

    Chaos Preview 2 is now live!

    Fixed in Chaos Preview 2
    Fixed! UE-106856 Error in Chaos files when Launching onto Android
    Fixed! UE-106507 Radius value is not respected in Add Radial Impulse node
    Fixed! UE-106288 Character falls throw the floor on TM-ShaderModels when crouch
    Fixed! UE-105458 Fixed horizon selection crash in convex mesh cooking
    Fixed! UE-104868 Shadow are rendered on a groom asset from no visible objects and are influenced by 3rd person character
    Fixed! UE-104854 Gap between adjoining static meshes with physics simulation enabled in Chaos
    Fixed! UE-104460 Crash when attempting to add skeletal mesh SK_Mannequin to Sequencer
    Fixed! UE-104042 Chaos: Missed Traces at Human Scale
    Fixed! UE-103874 Crash when attempting to PIE with some Target option in Add Field Command node
    Fixed! UE-103706 Collision issue between floor and cubes in First Person template project

    Leave a comment:

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