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Unreal Engine Livestream - Chaos Fundamentals - August 22 - Live from HQ

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    [LIVESTREAM] Unreal Engine Livestream - Chaos Fundamentals - August 22 - Live from HQ

    Click image for larger version  Name:	190822_YT.jpg Views:	1 Size:	169.9 KB ID:	1654788


    WHAT
    On this week's livestream, Jack Oakman and Wes Bunn walk us through the fundamentals of Chaos, Unreal Engine's new high-performance physics and destruction system. Learn how to create Collections, work with Fields, and get a special sneak peak of our example content project. Plus, a couple of our very own Chaos developers will be in chat to answer your questions!

    WHEN
    Thursday, August 22 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube

    RESOURCES
    How to enable Chaos in 4.23

    WHO
    Jack Oakman - Senior Technical Artist
    Wes Bunn - Senior Technical Writer
    Victor Brodin - Community Manager - @victor1erp

    ARCHIVE
    Last edited by VictorLerp; 08-23-2019, 01:40 PM.

    #2
    Can't wait...……

    Comment


      #3
      Really looking forward to this one. Thanks Epic!
      Current Job: Graphics and Marketing for a pretty cool company.
      Current tools: 3dsMax , Solidworks, Composer, AutoCad, Photoshop etc.
      Former solar designer.
      Hobbies: Flying drones. Unreal Engine 4.

      Comment


        #4
        damm iam shaking when i think about it in the future, even if i know there will be a lot learning frustration in the beginning as always. keep going!

        Comment


          #5
          It's interesting that this feature is coming out right when I am working on a project that I was hoping to use mesh destruction in. It really is great timing.

          Comment


            #6
            can this be used to replace moveComponent or existing collision system? in attempt to try scale up to 2000+ pawns ? i have 2000 pawns run at just 6ms~ (27ms idle) in game thread doing their thing, but moment i enable collision things go south.

            Comment


              #7
              VictorLerp : Great news !!!
              Will the stream be on version 4.23 Preview 6 ? Or a Preview 7 version will be out in the next two days ?

              Faërys

              Comment


                #8
                Total CHAOS ! It's Unreal !!

                Comment


                  #9
                  Hi.

                  Will it support constraints, rotor, etc? I ask because if, for example, I want to make a destructive cupboard with doors that are movable on hinges, it was impossible - it was simple asset, but i needed cut this mesh in DCC, then make destructible and make blueprint with twoo hinges for this... even after that was lots of issues with this. I never make relationship between specific destructible part and part of the doors - if you shoot through the door, part should hang on hinges, part should have physics...

                  This is only small example. But i want real game assets, like destructible Ceiling fan with rotor or interactive destructible door, it was sometimes buggy and time expensive.
                  Last edited by KanedaCz; 08-20-2019, 10:53 AM.

                  Comment


                    #10
                    Hey there, 3 questions that's been on my mind lately..

                    1) How does "multi-layering works?" For instance metallic rods inside concrete. Are you setting them up in separate Mesh Collections or there's a way to handle fracture differently on specific meshes from that same 'Collection'?

                    2) If you make a large rounded wall surface or a hollow tunnel to walk in, can the new(?) collision made to be closer to their "complex" collision? This was a limitation with the Apex DM.

                    3) What kind of events are there for when a specific chunk (user-determined) is destroyed / separated (etc) from a Mesh Collection?


                    Thanks a lot.
                    Last edited by THEAETIK; 08-20-2019, 10:34 PM.

                    Comment


                      #11
                      I am interested to see how networked Chaos Physics works Will This Be covered?

                      Comment


                        #12
                        I'm really looking forward to this. Thank you Epic!

                        Comment


                          #13
                          Originally posted by frossdelaqrois View Post
                          I am interested to see how networked Chaos Physics works Will This Be covered?
                          We won't be covering networked physics. That goes beyond fundamentals, but I would love to cover it in a future stream!

                          Comment


                            #14
                            Is Chaos in UE 4.23 going to be very experimental, or can we use it in a game?

                            Comment


                              #15
                              VictorLerp Link for those who missed the stream

                              Comment

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