UNREAL ENGINE 5 - Advanced Use of the Fracture Editor (Chaos destruction, Geometry Collections)

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  • Опубликовано: 13 дек 2024

Комментарии • 128

  • @seanmenzies1986
    @seanmenzies1986 3 месяца назад +5

    I actually watched this a while ago. Learned some cool stuff, then while working on destruction for more modular meshes, I thought to myself: "it must be possible to separate into each module". Lo and behold, slice a tiny chunk off with a plane. No idea how anyone is supposed to figure that out by themselves but my eternal gratitude for being Him.

  • @Rodutchi
    @Rodutchi Год назад +7

    Would love to see a continuation and more experimentation with all this, and some performance tricks. This is the best tuto in the web on the chaos system easily. Rly appreciate it!

  • @beluga2342
    @beluga2342 Год назад +4

    holy shit a tutorial for unreal engine 5 that i can actually hear thats crazy u get a like sir!

  • @alephnole7009
    @alephnole7009 Год назад +2

    Great video. Very descriptive and easy to understand.
    Very cool fracture techniques.

    • @alephnole7009
      @alephnole7009 Год назад

      I wish there was a video like this on how the fracture system in MGRR works.

  • @cser2453
    @cser2453 Месяц назад

    got to say, out of all the videos for UE5 out there, there is almost nothing for Chaos physics, so Im glad you made this, only video ive seen that goes over this stuff

  • @farzanb
    @farzanb 2 года назад +9

    Amazing, Thank you for your incredible explanation and detailed breakdown. Can't wait to see more from you, specially the physics fields!

  • @ThreeTreeDog
    @ThreeTreeDog 2 года назад +12

    One feature I would like to see implemented would be saving the state of the clutter to a static mesh or layer, for instance rolling/smashing large boulders on hills and having the smaller rocks populate the surroundings accurately, then save that in a less costly format, it makes a more natural look for debris than just placing them.

    • @tubicidio
      @tubicidio Год назад +1

      Hi, did you find a solution? I have the same goal as you.

  • @officialauspecs1285
    @officialauspecs1285 Год назад

    Easily the best video I've seen on chaos destruction. Kudos

  • @PixelBokeh
    @PixelBokeh Год назад +1

    Great video. Hugely informative. Thank you for taking the time to create this with such clear explenations and examples.

  • @TorQueMoD
    @TorQueMoD 22 дня назад

    Fantastic video! Thank you for sharing. The fracture tool isn't quite as intuitive as I thought it would be. Also, UE 5.5 now has Chaos Flesh for soft body sims.

  • @youvedos797
    @youvedos797 Год назад

    Oh Nice Work!
    It is easy to understand and meaningful!

  • @olaufr
    @olaufr 2 года назад +1

    I think the Brick fracture you are wondering about could be useful to simulate ruins, an clean stone or brick wall may be somewhat realistically turned into ruins like this.

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      It could be but for it to actually look decent the asset would need to be very linear and would need to match the fractured shape perfectly, at which point it would be more appropriate to build the shape from individual brick assets. I could see a use case for a game with extremely simple asset styles, but it’s odd that it’s so limited in its current form when the slice feature does something similar with more customisation.

    • @olaufr
      @olaufr 2 года назад +1

      @@evelynschwab7436 Sure, I guess this is a work in progress and may have some bugs too. I'd like to give it a try though using the Internal Strain Fields and a stonewall texture. What may be nice to make ruins is that each fractured brick form a cluster which can be further fractured using a less uniform fracturation method. This may work for a stone wall, even if the match with the texture stones is not perfect.

  • @korboleev
    @korboleev 2 месяца назад +1

    If anything, in the new version of the engine you can do Split Meshes when creating a new geometry collection)

  • @RossieKgan
    @RossieKgan 7 месяцев назад

    Great video. This is exactly what i needed, thanks.

  • @night.watcher
    @night.watcher 4 месяца назад

    When converting a mesh into a collection, there is a checkbox called split mesh, this will split the mesh into its element. Hope that helps

  • @skydoomo9298
    @skydoomo9298 Год назад

    Good Video and SICK BIG taskbar!😂

  • @arony21
    @arony21 5 месяцев назад

    would love to see an example of the mesh fracture on the box!

  • @silvershadowfang
    @silvershadowfang 6 месяцев назад

    Fantastic tutorial, thank you! being able to apply the concepts to pallets has been extremely helpful. In your project during the conclusion you would break the barrels into nice wooden chunks leaving behind metal rings, is there a way to have those get bent or dented like metal objects?

  • @enigmabey
    @enigmabey Год назад +1

    Just came across this video after searching for hours about an advanced way of introducing chaos. I’m quite new to unreal so I don’t know if this is possible but, with the mesh fracture maybe one can detect the bullet hits around a column and break only the outer non-load bearing part of it, kind of like Battlefield’s Levolution system 13:33

  • @electronicinfection
    @electronicinfection 4 месяца назад

    How to change collision of the pieces once the geo collection breaks? Whenever i run into the broken pieces my character just flopps and flips around. Gonna need to set collision of the pieces to ignore the player or is there a better way?

  • @ionizedgames
    @ionizedgames 11 месяцев назад

    This is great. Thanks for the detailed guide on how to fracture. My problem now is this entire geocollection breaks when any piece is hit. Any idea how to fix that?

  • @arony21
    @arony21 5 месяцев назад

    Would love to know the physics recovery on pieces set up with automatic sleeping and disabling system! I am breaking huge buildings and they jiggle and bounce after they break.

  • @borrowedtruths6955
    @borrowedtruths6955 8 месяцев назад

    Sorry if I missed it, but how can I slow down the speed of the fracture. I want my player to hit the fracture object, breaking off pieces of it at a time, until it's all destroyed.

  • @krinodagamer6313
    @krinodagamer6313 2 года назад

    i love Chaos i cant wait till they get the hang of it

  • @ukmonk
    @ukmonk Год назад +2

    UE5 is amazing but tbh I have been really disappointed in the lack of video tutorials. Thought Epic would have done a really good series but nothing, unless I have missed them? Yeah they have those long streams but sometimes its a couple hours for the 5mins that you need...

    • @KillerDudeT19
      @KillerDudeT19 Год назад +1

      It's really hard to find good well layed out video documentation. That's the one downside about unreal engine vs somthing like unity. I've found that reading the documentation that epic has as well ass searching for RUclips videos about specific things vs trying to find a series that has everything you want to work well for me

    • @williamtolliver749
      @williamtolliver749 Год назад

      That would be fine if the docs weren’t so trash

  • @rjs3590
    @rjs3590 Год назад +1

    Really nice walk through example!! I’m just learning the chaos tool myself, is there a chart or console command for checking an objects performance consumption??

    • @evelynschwab7436
      @evelynschwab7436  Год назад +1

      Not specific to chaos, I generally just test the performance using `stat unitgraph or just keeping an eye on the frame time. Not super empirical but does the job for me!

  • @maxleveladventures
    @maxleveladventures Год назад +2

    This is solid and rare content. Thanks for adding to the very sparse amount of UE content out there. I hope to do the same once I learn more. However, I didn’t learn the solution I was hoping to find in this video.
    Do you know if there’s a way to fracture a mesh, simulate it falling apart, store that animation, then play it in reverse?
    I’m trying to create a platform that forms from a pile of rubble as the player nears the blueprint.

    • @evelynschwab7436
      @evelynschwab7436  Год назад +1

      Thanks! I haven't tried it myself but you should be able to do that with chaos caching. As I understand it, you can record a destruction simulation then play it back in sequencer (and hopefully play it in reverse)

    • @maxleveladventures
      @maxleveladventures Год назад

      @@evelynschwab7436 I very, very much appreciate the speedy response. I came to the same conclusion after a bit more searching and exploring the content examples level of about the chaos system (which is so fucking hard to dissect as a beginner 😅).
      However, I realized that I only need like 5-8 stones and I want the individual pieces to be bespoke, hand-modeled, so it'll probably be better to attach bones to each stone in Blender, animate it, then import into Unreal and use that animation data (which I also don't know how to do, but I'll figure it out). The chaos option seems like a better solution when you don't need precision and/or want to animate dozens to hundreds of pieces by hand.
      I’m sure I’ll come back to your video at some point because it provided some interesting examples and was really easy to follow. Cheers!

    • @maxleveladventures
      @maxleveladventures Год назад

      @@evelynschwab7436 side note: I didn’t plan to do anything even minorly complex like this in my first unguided world creation effort. I just wanted to make a tiny scene with some pretty models I made in Blender. Now here we are, already down a rabbit hole of unnecessary mechanics on the second day of the project… 😂

  • @L0v0lup
    @L0v0lup 7 месяцев назад

    Hi, good video / guide.
    Do you have any idea why my brick wall with a metal piece on top (that piece is sliced as planar) holds together my whole wall?
    I basically followed you along with your barrel but did that with a brick wall...
    For some reason it only happens when i use it in conjunction with a anchor on the ground.
    Brickwall + anchor = works
    Brickwall + seperate metal piece = works
    All those 3 things together need about 2-5 impulses from the field to break :/ (Unreal 5.4)

  • @RV-bc9yi
    @RV-bc9yi Год назад

    Hello, Thanks for your video, it's really good. I succeeded with the barrel and the separation of the parts but it does not break exactly like you. Is it possible to say a word about the BP and the Actor components you used?

  • @AlexKolakowski
    @AlexKolakowski 9 месяцев назад

    Any tips if I'd like to platform on the objects and only break them with the sword?

  • @StreamwaveProduction
    @StreamwaveProduction 8 месяцев назад

    How do you get it so cubes break into boxes? Every fracture turns a box into a solid object. I want my GeometryCollection to break just the edges of a box.

    • @driftmirror
      @driftmirror 8 месяцев назад

      Your geometry needs to have some thickness to it for this fracture method to break it without closing the gaps. If your cube is just 6 planes all around, it will make the fractures pieces into solid blocks once it breaks apart. So just give your cube some thickness.

  • @klovver
    @klovver 2 года назад +1

    Great system!

  • @ThreeTreeDog
    @ThreeTreeDog 2 года назад

    Thank you, ive been looking for high level overviews for this, I couldnt locate any info on the exact relationship between hitpoints, mass and velocity of impactors... I built a machine to test this and logged the results to a spreadsheet to make it easier to figure out what "rigidity" I am looking for. Also, i thought great you can use this as a structural integrity system out of the box, so far from tests it looks like the GC does have static loading calculated but this only applies to other GC's on top of them but not primitives. Need further testing and setup to make sure its not the initial velocity from the object falling .1 impacting it on start. I haven't figured out a way in BP to dynamically increase the mass of a GC component, mass override doesn't work with GC, apparently.

  • @DolecekRadim
    @DolecekRadim 2 года назад +1

    It seems the brick fracture will produce the mortar/grout piece since you don't have just a brick in the wall. You need to have a secondary fracture on it and ideally cluster pieces of grout into individual bricks. It is used in film VFX quite often, it's adding a lot to believability. In general, I am still a bit skeptical about doing these kinds of fracturing directly in Unreal, I would love to do pre-fracture in Max or Houdini for far more control, but I guess that is still not supported?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      Yeah I’d much rather use Houdini but currently there’s no way to import any assets as geo collections, I hope there will be more support that way in the future or that the tools will evolve to allow more procedural freedom

  • @alan83251
    @alan83251 2 года назад +5

    This is great! How do you disable physics on the debris after a time? It would also be nice to be able to automatically generate a simple collision mesh on piles of debris, so that they kind of turn into "debris pile" objects that believably affect character movement without a significant performance loss. That's probably a custom function. Looking forward to seeing more from you!

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +4

      Thanks! Unfortunately there’s no good way of changing collision responses with character moment in the current ue5 public release, so I used proxy meshes to collide with the player that just get destroyed after the object breaks.
      The way I disabled physics was using a disable field. After an object has not been fractured for a time, I have it generates a physics field that disables any fractured particles moving below a certain threshold. I haven’t dug into it recently myself, but I’ve heard there are some cleaner solutions in new nodes on the ue5-main GitHub.

  • @QuiteDan
    @QuiteDan Год назад

    I'm breaking some bottles. Is there a way to not generate internal geo and keep it hollow?

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      Not if the bottes don't already have a modelled interior, like what the barrels and boxes shown here have. If a mesh isn't already hollow with an extra layer of geo pointing inwards, Unreal will treat it as a solid object and fracture it as such

  • @RealParadoxed
    @RealParadoxed Год назад

    How do I make it so when a object hits the chaos physics object you can control the velocity etc and create an event off of when it's hit?

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      Geometry collections have an event for when they’re broken that you can leverage, for controlling velocity you’ll want to look into physics fields

  • @ToddHillerich
    @ToddHillerich 4 месяца назад

    Hasnt the chaos destruction plugin been deprecated and replaced with a newer fracture plugin with more detailed features?

    • @evelynschwab7436
      @evelynschwab7436  4 месяца назад +1

      @@ToddHillerich no, the plugin has been improved since I uploaded this but it’s the same plugin.

    • @ToddHillerich
      @ToddHillerich 4 месяца назад +1

      I think I'm confusing with Apex Destruction ​@@evelynschwab7436

  • @Josh-fh5ox
    @Josh-fh5ox Год назад

    How are these objects working without anchor fields? Mine just immediately fall apart? 🤔
    I couldn't get destructible barrels to roll like that.
    Really appreciate the breakdown of the tools though man.

  • @RV-bc9yi
    @RV-bc9yi Год назад

    Ok, I've managed to do something not bad! I've created a "BP GeometryCollection" with a collision sphere, if I move slowly and I'm detected by the sphere, then all's well but if I move too fast towards the geo my character falls into the void, he passes through the ground, isn't that crazy? Any ideas?

  • @chadgtr34
    @chadgtr34 Год назад

    can you show us how to replicate the same fracture to multiplayer client?

  • @djtc2093
    @djtc2093 Год назад

    Great tutorial. In your opinion what would the best case be for creating realistic large calibre bullet fractures? So the impact would need to fairly round but also consistent. any idea?

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      Thanks! Unfortunately, you can't really pre-fracture for dynamic shapes like bullet holes, the best approach I find is to play into the grain of the surface that is being fractured. High calibre bullets have a lot of impact force so having objects smash into small fragments around the impact, rather than form a distinct hole, still usually looks fine. Games like Rainbow Six Siege and older Battlefield/Bad Company games do a good job with this. Worth noting though that smaller fractures like this are very performance-intensive, so often damage particles are used to make up for some potentially larger fragments like you can see me using for my props in this video.

    • @djtc2093
      @djtc2093 Год назад

      @@evelynschwab7436 Thanks for the response, much appreciated. What you say makes sense. How would someone achieve this though? I know it's not fracture. Any idea? ruclips.net/video/0JmomhBHra8/видео.html

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      @@djtc2093 I can’t say for sure but to me it looks like they’re using a render target to add bullet holes where the shots land. Can’t really know more without digging into the code. You might be able to do something like that with geometry scripting in Unreal 5, but it wouldn’t be an ideal solution.

  • @jiwik731
    @jiwik731 Год назад

    Can i find somewhere how to create an Actor BP using geometry collections? There is GC component for a BP but it does not destruct in the scene while hit. I need to add some sounds and effects to geometry collection while hit in its own BP not my pawn and it is all possible but the GC is solid after a hit and ignores the whole fact it is GC. How did you have these sounds done please?

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      I use that GC component in an actor BP as the root component and bind sounds and particles to its fracture events, I'm not sure why it does not fracture in your scene but I would suggest checking some of the common variables like the collision channels, fracture thresholds etc.

    • @jiwik731
      @jiwik731 Год назад

      @@evelynschwab7436 Oh god... i actually might forget to use it as a root. :D I will check it later. thanks.

  • @leegregory756
    @leegregory756 Год назад

    Hiya, thank you for such a highly informative video! I was wondering if you had dabbled with using UE to simulate destruction on props and then exporting them in their fractured state? There doesn't appear to be any documentation on this and simply using UE's "Keep Simulation Changes" doesn't work with destructibles. Appreciate any advice you can give.

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      I havent specifically, I wouldn’t say Unreal is a great tool for destruction sims that aren’t in real-time. The closest thing I know of is the chaos caching system for sequencer, which you might be able to export, but I don’t know much about it sorry.

  • @user-vg7zv5us5r
    @user-vg7zv5us5r Год назад

    3:10 Aka "fragile materials".

  • @iansmith3301
    @iansmith3301 Год назад

    What destructible prop pack contained those boxes, barrels and pots?

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      It’s one of my asset packs www.unrealengine.com/marketplace/en-US/product/chaos-prop-destruction-system on sale at the moment!

  • @orbitals5281
    @orbitals5281 6 месяцев назад

    When I fractured a mesh I made, when I hit begin play, it immediately breaks apart. What causes that?

    • @evelynschwab7436
      @evelynschwab7436  6 месяцев назад +1

      Possibly intersecting collisions between the mesh parts, you might need to tweak the convex collision setup for those parts.

  • @michaeltran875
    @michaeltran875 2 года назад

    I have a question. I purchased your asset. Would you happen to have a video tutorial to show how to set it up?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      Hi, I don’t have a video for setup but there is extensive written documentation for setup linked on the marketplace page

    • @michaeltran875
      @michaeltran875 2 года назад

      @@evelynschwab7436 Yes, I saw it, and after I read it over, it’s straightforward to set up. Thank you, you are a lifesaver. I’ve been trying to do prop destructible for several months.

  • @AzureViking
    @AzureViking 10 месяцев назад

    I am actually playing with this right now trying to see if I can make just a certain portion of an object destructible. In my case I want to see if I can make a tree destructible but only around the base where you would chop it with an axe.

    • @AzureViking
      @AzureViking 10 месяцев назад

      Actually nm, I figured it out. Now I just need to figure out how to get a weapon to damage it...

  • @RangePlusOne
    @RangePlusOne Год назад

    I have an performance related question; as I destroy the house and breaks into chunks the performance will start to drain. When the house has been blasted to chunks, and the debris starts “sleeping” (which I’m assuming is despawning) there is a momentary (quarter second) 30-40fps drop every few seconds which I don’t understand why is happening. I would assume if the debris/chunks despawn it would recover performance entirely like when despawning AI, but it seems that fracturing will have a permanent performance loss during the scene until it’s stopped and started again. Do you have any suggestions to not lose that 30-40fps drop that happens every few seconds?? Thank you!

    • @evelynschwab7436
      @evelynschwab7436  Год назад

      I can't say for sure what's happening in your scene but you can use physics fields to forcibly put fractured particles to sleep when they are below a certain velocity, as well as disable their physics entirely. I use this in my prop kit to recover performance after a couple seconds of the break, there will always be a significant overhead until the particles settle a little though.

  • @nn-ib2lt
    @nn-ib2lt Год назад

    Thanks bro! Very usefull!

  • @thatFain
    @thatFain Год назад

    Love the video, thanks for the explanations :)
    One question on your BP setup.
    Are you first displaying a static mesh and delete it on dmg taken and then you spawn the geometryCollection ?

    • @evelynschwab7436
      @evelynschwab7436  Год назад +1

      Yup! That was to prevent the objects from having any kind of physics reactions until they'd been broken, specific to this use case

    • @thatFain
      @thatFain Год назад +1

      @@evelynschwab7436 Nice thanks, for the quick answer :).
      Exactly this is the problem I'm also having with the chaos system. I'll try this setup, thanks again :)

  • @YulikLisica
    @YulikLisica Месяц назад

    Это будет работать с огнестрельным оружием, которое стреляет пулей?

  • @cptairwolf
    @cptairwolf Год назад

    Would be nice if the fracture was more "realistic" in the sense that one swipe wouldn't completely obliterate an entire group of barrels but awesome tutorial.

  • @mrhmakes
    @mrhmakes 2 года назад +1

    Looks cool - will this work in sequencer for animations?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      Somewhat, there are methods for caching destruction simulations for playback in sequencer but I don’t know much about that process

    • @mrhmakes
      @mrhmakes 2 года назад

      @@evelynschwab7436 ok thanks! Would it be safe to say that if I could get normal chaos to work in sequencer then anything created with your plugin should also be able to be duplicated in sequencer?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      @@mrhmakes I wouldn’t say that for sure since I haven’t tested it, the prop system is designed for gameplay use so I didn’t add anything to make it work in sequencer. There would likely be issues getting the prop destruction to record properly if it’s using the embedded geo collections from my prop BP.

    • @mrhmakes
      @mrhmakes 2 года назад +1

      @@evelynschwab7436 OK noted - many thanks for the reply! Game FX looks awesome

  • @junjiezhou1350
    @junjiezhou1350 2 года назад

    非常棒,但是我还是不太清除怎么去实现,是否可以有一个完整的例子包含如何触发破碎,也许这样会更好 哈哈

  • @Gabriel-bj7gj
    @Gabriel-bj7gj 2 года назад

    At 4:25 a bullet hits the corner and the mesh fractures from the middle. Is there a way to make this work? I'm trying to make bullets deform meshes(like making holes or bulges, and 2 bullets in the same spot are needed to penetrate). Can the chaos destruction system achieve this? If not, what's the alternative?
    Anyways, great video!

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      Thanks! There isn’t a straightforward way to do that at the moment, and my system wouldn’t help with that.
      You could potentially achieve something like what you’re describing with a very densely fractured mesh, but it would be very expensive and probably not the best method.

    • @Gabriel-bj7gj
      @Gabriel-bj7gj 2 года назад

      @@evelynschwab7436 I did some research and found out about geometry scripting. It looks good, but I'm not sure it works with custom meshes, for example a car. I've been trying to find a solution for this, but no luck so far... and here's the tutorial for geometry scripting: ruclips.net/video/ITP_8DqFZ-c/видео.html

  • @Enkeria
    @Enkeria 5 месяцев назад

    Been looking for a month, maybe you know since you got the feature. Once fractured, the pieces.. Allow the player just to walk pass it. Im using this in an FPS, and I've tried all the "logical" things without any solution. Collision off, player can't walk over, etc etc. Nothing works. Once its fractured, the pieces makes me fly away, and the sleep, is set fast but it wont delete "everything" just the minor pieces. Going insane. Anyway, thanks for interesting video.

  • @merited8379
    @merited8379 Год назад

    I want to see someone package a project with this stuff in it.

  • @meowme7644
    @meowme7644 Год назад

    Very nice 👍

  • @27kmaster
    @27kmaster 2 года назад

    is there a specific method to get destruction sounds to play when the meshes break?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      Not exactly, you can just get the break event from the geo collection and play a sound at the break’s location. I also adjust the pitch and volume of the sound based on the mass of the break.

    • @27kmaster
      @27kmaster 2 года назад

      @@evelynschwab7436 i tried that and it didnt work, had to hunt abit deeper to find a working solution with bind events, props to ya mate the chaos system is still extremely lacking in tutorials and documentation

  • @Niro_sounds
    @Niro_sounds Год назад

    Does anyone know how to automate the "explode amount"

  • @mikey7326
    @mikey7326 2 года назад

    Regarding the geometry of any abject you want to break, does it have to be double sided or can this work with something that is just a shell/ one external face?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +2

      It can work with objects that are just external faces but only if you want them to be solid, i.e. a concrete block. If you want something like a crate it needs interior faces

  • @tianhang4656
    @tianhang4656 2 года назад

    thanks for the content

  • @miloszgierczak4806
    @miloszgierczak4806 2 года назад

    What are your geometry collection settings under "collision shapes", u change something to "collision margin fraction"? I have got some troubles with "jiggling" of my objects during simmulation. Also have u changed anything under the physics section / chaos solver in your project settings??

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      I usually stick with the default settings, but sometimes use the box collision shape if the object allows (such as for the barrel). I found the best way to reduce jiggling was to use sleep physics fields to put the objects to sleep when their velocity was < a given amount. Physics settings and solvers are all default!

  • @miloszgierczak4806
    @miloszgierczak4806 2 года назад

    Okay, hands up! How de heck you have implemented a niagara particle systems to these chaos destructions? Can you recommend any learning video to this?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      The particles are just spawning off the chaos break event in the blueprints with the geo collections. To prevent too many particles from spawning, they’re gated off based on the mass value of the break so that particles only spawn on large breaks.

    • @miloszgierczak4806
      @miloszgierczak4806 2 года назад

      @@evelynschwab7436 UwU
      its really interesting. Have you figured out this by yourself? I have been serching for this for quite long time, every unreals' video is only talking about chaos and fields, but noone mentions the communication between niagara and chaos and workflow / pipeline connected to this.

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      @@miloszgierczak4806 there is some documentation on using Niagara with chaos destruction in the Unreal docs, and there are some good examples in the sample content project from Epic. That gave me a lot to go off before playing around with it.

    • @miloszgierczak4806
      @miloszgierczak4806 2 года назад

      @@evelynschwab7436 i really appreciate your opinion in that topic! Thank you for this comment! Actually I must admit, your chaos destruction system setup is really impressive and you totaly nailed it. Especialy the fracture of wood. I dont know if it isnt the first chaos wood example all over the youtube :D be proud of yourself

  • @gabrielchcosta
    @gabrielchcosta 2 года назад

    I have a question. Can you remove only one of the pieces from that cube when it takes a certain amount of damage, while the rest of the cube stays intact and does not fracture?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      The damage is regional, so if you only applied damage within the region of that piece then yes it would be the only part to fracture. You can’t manually apply damage to an individual piece as far as I know, but that may have changed in 5.1

  • @kaustubhbagri7780
    @kaustubhbagri7780 2 года назад

    Very good

  • @nomansdie8624
    @nomansdie8624 2 года назад

    Hey looks really good! How did you make the barrel? So I assume it's one object but the rings are separate and the wood base (so planks that go around) are together and then two more separated circles for top and bottom of the barrel? I wonder if it would have been better if you make barrel in blueprint (so like one plank, one ring and one circle - like the buildings in Chaos UE presentation) and then covert it to GC? How would that affect physics after you slash it. I guess that not too good as it would clip thru or jump around. Does UE calculate physics for each chunk after destroying even if you destroy only top of a building (for example)?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад +1

      Thanks! You’re correct about how the barrel is constructed. The reason it’s all one mesh with seperate pieces is to make it easier to manage for the specific small small prop solution, but theoretically it could be made from seperate meshes. In my blueprint that would cause issues, but in general wouldn’t be an issue.
      Unreal does calculate physics for each “active” chunk, so in your building example the bottom part of the building would generally remain static while to top, destroyed part would be dynamic with physics calculations. The dynamic chunks would still collide with the lower static chunks, and have the potential to “wake” them and cause more damage if the chunks collide hard enough.

    • @nomansdie8624
      @nomansdie8624 2 года назад

      @@evelynschwab7436 Thanks!

    • @bebachkin
      @bebachkin 2 года назад

      Could you tell me, how is it separate parts? Is it separated somehow in the 3d software? How to make the UE recognize that there are separete regions?

    • @evelynschwab7436
      @evelynschwab7436  2 года назад

      @@bebachkin separated in the 3D software. I didn’t do anything extra in unreal to make it recognise that, just fractured normally.

  • @platinumpineapple9943
    @platinumpineapple9943 2 года назад

    Hey if u find any bugs with this tell me

  • @Unknowable_Void
    @Unknowable_Void 2 года назад +2

    Amazing video, not too advanced that a beginner can't learn a few basics and then run with what you have shown.
    I see a good use case for the Custom Mesh fracture for creating realistic edge piece detailing for a collapsing floor structure for cinematics. Much like what the what Jacob from Quixel has done in this video:
    ruclips.net/video/TABymp8AzMY/видео.html
    Love your work, learning heaps :)

  • @mohammedmmdoh1014
    @mohammedmmdoh1014 Год назад

    For real

  • @pandaslovecake2020
    @pandaslovecake2020 7 месяцев назад +1

    Dude your poor mouse

  • @zczc7092
    @zczc7092 2 года назад

    Hi, make a Discord channel for Q&A

  • @carlmarl6531
    @carlmarl6531 2 года назад

    For some reason when I use slice fracture, the geo collection stays in place, does not break, and is not capable of interacting with anything else in the world. I can even see through the front plane of my 3d object and look inside of it. When I re-generate the fracture, sometimes it works and sometimes it doesn't. Have you experienced this?