Great walkthrough! A note to others: I find that if I use the cachemanager on a fractured object that is not effected by a field force (just gravity) it teleports through the floor. As long as it is effected by a field it works as expected. This is in 5.1 (also saw it in 5.0)
how can i add multiple static meshes to be fractured in different time in the sequencer if you add more than 1 chaos cache collection to record each static mesh you only get the record button in the first one you created if you record all of them at once you have no controll over when eash one start they have to start at once im so lost how would you go about this to have the most controll over the outcome thank you beforehand
You're welcome! Unfortunately, I currently don't know a way to cache cloth simulations within Unreal itself. There is a paid Unreal plugin called uDraper that would allow you to cache cloth simulation. Another way might be using Blender, 3Ds Max or Maya to make the cloth simulations, and then export them out as an alembic file so you can play the simulation within the sequencer
Wonderful tutorial,but i have a question! How can i attach an anchor field generic to the object,because it is impossible to parent this fied to the static object in outliner for some reason! Thank you for you further help and attention!!!
Thank you! You should be able to just drag and drop the anchor field generic to the static mesh in the outliner, so I'm not too sure why you might be having that issue... Though I haven't really had the need to attach the anchor field generic to anything yet. If I can know what you are trying to do by attaching the anchor field generic to the object, I'll have a better understanding of the problem. Thanks again!
Hello! Currently, I don't think there is a way to adjust the explosion amount within the sequencer. One possible way that I can think of is, you might need to write a Blueprint which includes the Master Field and have some parameters where you can adjust the Magnitude of the Master Field as you simulate the game and then cache it for the sequencer. It might take some patience to do since making the explosion look the way you want may take some time
Any reason why my shaders on the cached static mesh are only showing as pitch black for any material except the default WorldGridMaterial! but only after cached and fractured?? befoer it was fine, now it reads something about a skydome in this level but not interacting with it or something. I really want to delete all the std lighting and olumetrics and light it with point lamps and spotlights with gobos, but it just looks pitch black. I would appreciate any help you can provide!
Follow up, got it to work... KINDA. If I restart my PC after saving with Nanite enabled on the object, then the first time I open the project it works. but it will not work after that if I reopen the project later after the first open. Must be some sort of temp caching issue somewhere I don't know about with the lumen global illumination or something similar that gets cleared after a PC restart.
Hm... that's pretty weird. You are currently using 5.2 preview right? I usually won't touch the preview versions of Unreal since they can be pretty buggy and things that work before may be broken. But if that problem persists when the official 5.2 is out, let me know. I'll try to replicate it and see if there is a way for a fix
@@unrealwithkailin Sounds good. I usually work in 5.1.1 but I had been trying some other experimental features for the same project. Tbh if its to much to get it to work in UE I can bake alembics from blender and drop them in as well. I'll keep you updated if It persists when the final release of UE5.2 comes, but m,y assumption is that its a preview glitch, as I found a few forums on it and the dev team responding about future updates.
Hi Owen! Now that 5.2 is officially out, I did some quick tests and I haven't found any issues on my end. The only small issue I saw was some shadow flicker artifacts, but other than that, it works as intended. Let me know if you run into any issue
did everything here, but when I play back the cached simulation, the orientation is the invert (i.e: the destruction now goes the other way but the correct result from the recorded simulation)
Hmm.... I haven't encountered that problem before... But! I do have some kind of solution that you may work with. I found out that if you rotate the ChaosCacheManager (not the destructible mesh), the simulation will rotate with it. So if you have the position of the ChaosCacheManager at the exact some position of the destructible mesh you are using, then you can rotate the ChaosCacheManager by 180 degree at the Z axis to have the simulation reorient back to the correct direction. Give that a try and hopefully it helps!
@@unrealwithkailin will give that a try aswell. i solved my issue by just keyframing the transform of the mesh itself. as when the destruction start, it rotates out for some reason
When you create the Chaos Cache Manager, it should automatically be created in the outliner with the mode on Record. If you drag the created Cache Manager from the content browser into your viewport, then you might only have the Play and Static Pose option. So double check if the Cache Manager is already within the outliner when you create it. If there's no Record still, then I'm not too sure where the problem might be at...
Hello, first of all, thanks for spending the time to watch this! Are you looking for something like this? ruclips.net/video/qEhSZRJon8M/видео.html You should be able to create a hole in the wall if you have enough fractures in your mesh. If not, maybe you'll need to change the collision setting I think. Click on the Destructible Mesh in your Content Browser, then at the Collision Type and Implicit Type, set them as Particle Implicit and Level Set. Give that a try and see if it works
I'm super grateful for this tutorial, among so many tutorials that I watched, finally one gave me the results I needed
Thank you! I'm glad it helped!
Great walkthrough! A note to others: I find that if I use the cachemanager on a fractured object that is not effected by a field force (just gravity) it teleports through the floor. As long as it is effected by a field it works as expected. This is in 5.1 (also saw it in 5.0)
Thank you!
You are the man, thank you so much.
this is a good one, thanks!
how can i add multiple static meshes to be fractured in different time in the sequencer if you add more than 1 chaos cache collection to record each static mesh you only get the record button in the first one you created if you record all of them at once you have no controll over when eash one start they have to start at once im so lost how would you go about this to have the most controll over the outcome thank you beforehand
I was wondering this too. Did you find a solution
Thanks for the tutorial, do you know how to make a chaos clothes cache in sequencer
You're welcome! Unfortunately, I currently don't know a way to cache cloth simulations within Unreal itself. There is a paid Unreal plugin called uDraper that would allow you to cache cloth simulation. Another way might be using Blender, 3Ds Max or Maya to make the cloth simulations, and then export them out as an alembic file so you can play the simulation within the sequencer
@@unrealwithkailin thanks for your info
Wonderful tutorial,but i have a question! How can i attach an anchor field generic to the object,because it is impossible to parent this fied to the static object in outliner for some reason! Thank you for you further help and attention!!!
Thank you! You should be able to just drag and drop the anchor field generic to the static mesh in the outliner, so I'm not too sure why you might be having that issue... Though I haven't really had the need to attach the anchor field generic to anything yet. If I can know what you are trying to do by attaching the anchor field generic to the object, I'll have a better understanding of the problem. Thanks again!
thanks mang
Thanks a lot !!!
You are welcome! Thanks for watching!
Would you happen to know how I can sequence the "explode amount" or maybe simulate and sequence it if there isn't a way to automate that parameter
Hello! Currently, I don't think there is a way to adjust the explosion amount within the sequencer. One possible way that I can think of is, you might need to write a Blueprint which includes the Master Field and have some parameters where you can adjust the Magnitude of the Master Field as you simulate the game and then cache it for the sequencer. It might take some patience to do since making the explosion look the way you want may take some time
Any reason why my shaders on the cached static mesh are only showing as pitch black for any material except the default WorldGridMaterial! but only after cached and fractured?? befoer it was fine, now it reads something about a skydome in this level but not interacting with it or something. I really want to delete all the std lighting and olumetrics and light it with point lamps and spotlights with gobos, but it just looks pitch black. I would appreciate any help you can provide!
Follow up, got it to work... KINDA. If I restart my PC after saving with Nanite enabled on the object, then the first time I open the project it works. but it will not work after that if I reopen the project later after the first open. Must be some sort of temp caching issue somewhere I don't know about with the lumen global illumination or something similar that gets cleared after a PC restart.
Hm... that's pretty weird. You are currently using 5.2 preview right? I usually won't touch the preview versions of Unreal since they can be pretty buggy and things that work before may be broken. But if that problem persists when the official 5.2 is out, let me know. I'll try to replicate it and see if there is a way for a fix
@@unrealwithkailin Sounds good. I usually work in 5.1.1 but I had been trying some other experimental features for the same project. Tbh if its to much to get it to work in UE I can bake alembics from blender and drop them in as well. I'll keep you updated if It persists when the final release of UE5.2 comes, but m,y assumption is that its a preview glitch, as I found a few forums on it and the dev team responding about future updates.
Hi Owen! Now that 5.2 is officially out, I did some quick tests and I haven't found any issues on my end. The only small issue I saw was some shadow flicker artifacts, but other than that, it works as intended. Let me know if you run into any issue
Hi, is it possible to render this in runtime (packaged) ? Not working for me
thanks!!!
did everything here, but when I play back the cached simulation, the orientation is the invert (i.e: the destruction now goes the other way but the correct result from the recorded simulation)
Hmm.... I haven't encountered that problem before... But! I do have some kind of solution that you may work with. I found out that if you rotate the ChaosCacheManager (not the destructible mesh), the simulation will rotate with it. So if you have the position of the ChaosCacheManager at the exact some position of the destructible mesh you are using, then you can rotate the ChaosCacheManager by 180 degree at the Z axis to have the simulation reorient back to the correct direction. Give that a try and hopefully it helps!
@@unrealwithkailin will give that a try aswell. i solved my issue by just keyframing the transform of the mesh itself. as when the destruction start, it rotates out for some reason
doesn't work in 5.2
Thanks for letting me know, I haven't started using 5.2 yet since it's still in the preview stages. When it's out officially, I'll take a look into it
@@unrealwithkailin Mine worked in UE5.2, but as per my comment above, my materials are screwed up somehow. 😬
record does not show up onlu play and static pose are my options....im using 5.1.
When you create the Chaos Cache Manager, it should automatically be created in the outliner with the mode on Record. If you drag the created Cache Manager from the content browser into your viewport, then you might only have the Play and Static Pose option. So double check if the Cache Manager is already within the outliner when you create it. If there's no Record still, then I'm not too sure where the problem might be at...
what if i just want to make one hole in the wall without it collapsing the entire thing?
Hello, first of all, thanks for spending the time to watch this! Are you looking for something like this?
ruclips.net/video/qEhSZRJon8M/видео.html
You should be able to create a hole in the wall if you have enough fractures in your mesh. If not, maybe you'll need to change the collision setting I think. Click on the Destructible Mesh in your Content Browser, then at the Collision Type and Implicit Type, set them as Particle Implicit and Level Set. Give that a try and see if it works