UPDATE : Found fixes for the issues I was having. There were some things that I didn't get quite right in this guide. Please make sure to watch this also for the solutions ruclips.net/video/rH7IMcQqhbc/видео.html
If you want the simulation to work with your timing in sequencer, set the Cache Mode to static pose. If you just leave it in play mode it will just play out the simulation as it was recorded. That should fix the timing for your rendered shot.
The reason the geometry moves when you establish the binding in sequencer is that in doing that the geo gets parented under the player blueprint in the outliner. If you set the player Location to be 0,0,0 it should not move ;)
Ahhh thank you for the info! So that's what was happening. Someone did tell me the proper way to do this which I showed in the video straight after this one
Hi! Thank u so much for ur tut, u ar best BUT I'm working on UE 5.1 and multiple objects (one building collapsing on top of two others). Then when I trying to follow of attach CC_Player method for each of them individually or single for all of them in the sequencer, strange things happen that the simulation works on one or two objects but never on all (not to mention changing location). BUT I solved it in a "no attach" way by throwing only CC_manager with *time start* in the sequencer. It works fantastic on any of the objects and there are no problems with changing object location. My question, is there any difference between the attach/not attach objects to CC_player method in to sequencer? 😁 Cheers!
I think you are heading in the right direction, maybe check out the second video I made after this. And also I noticed some new videos on YT showing how to use chaos in sequencer, I think it was by this guy called sumours? I haven't watched the whole thing but the end result looked really good
Thanks for the video. You have solved half of my current issue. I was able to actually render a video with the shatter geometry. The other answer i am looking for is how do you trigger those buildings to shatter?. Its clear that the impact of the ground causes the sphere to shatter. What method or event did you use to have those buildings implode on themselves at the end of your video? Thats the other thing i am trying to figure out, how to cause these shatters without any physical interaction and at a certain point in my sequence timeline
The rectangular blocks were just made into geometry collections and made into a sequence in the exact method I've shown in this video. I suggest you watch the sections about simulation recording and sequencer a bit more carefully. What you are describing sounds achievable with the methods shown here
@@Flipside3D I couldn't understand this part. How do you trigger it to shatter without any movement? I went through the whole video and didn't get that part. Thanks!
I haven't tried it so I can't give a definitive answer but I imagine if you animate the meteor in the sequencer and have the collision and physics setup properly it should work. In terms of how to get it working with the cache.... Not sure I'll have to do some digging. I think you will have to somehow record the cache while playing your sequence in runtime to simulate the physics
@@Flipside3D Thanks for your answer:) i tried it with custom gravity blueprint with meteor mesh but when i make it fragile with chaos, gravity turns again in z axis:(
@@canugurluoglu777 Umm maybe look into using force field blueprints etc. Preset blueprints that are related to Chaos. I know they are tailored more towards explosions and stuff but could be a starting point. If you ever figure this out, I would love to see a tutorial from you. I had an idea for a meteor scene as well which I never got around to lol
Is it the same performance as normal chaos destruction or this cache is much more better ?? I am looking for prebaked destruction without loosing that much fps using chaos destruction , and the only thing i found is Houdini's prebaked destruction as it plays an animation as a skeletale mesh. I really want a recommendation for what to use to make destruction for games without loosing fps.
totally depends if you need a runtime solution or something pre-baked and simulated. Both has it's pros and cons and it's hard to say without knowing exactly what the situation is. I wouldn't say cached destruction is that much better for performance but it is certainly better than having to calculate the same amount of physics and geometry at runtime.
12:40 Thanks for the tutorial, the reason why path tracing doesn't work is because Geometrie collections rendering is off by default, enable it whit this: r.RayTracing.Geometry.GeometryCollection 1
Maybe a noob question, but i can't see only material 0 on my tab after doing all the instructions above , so i couldnt change the inner color of the fractures. Had somebody figured a solution to that problem?
In fracture mode, you can add new material slots to your Geometry Collection. Look for options for material. Just be patient when you do it though, the computing takes ages, at least on my machine
Hi! Thanks so much for tutorial. I have some problems with Chaos Manager. I think it distorts position and rotation of the collection, when i move Start Time after record. If everything in zero, a manager and a destroyed object, it works correctly. By this logic, if i want drop from a height, i must to move manager in the same coordinates, but it doesn't work (It somehow mirrors coordinates, when object touch the ground)! Did you have similar problems? P.S.: i work in 5.1 ver. Update: I checked how it works in 5.0.3, and everything is correct. Meh.
I'm not 100% sure what you mean but I think you might be looking for physics fields so you can control how the destruction works? Search chaos fields Unreal Engine on youtube, there's some video tutorials on it.
In your level blueprint or convert your geometry collection to blueprint, bind an event On Chaos Break, or On Chaos Crumble, and add a node to play your sound effect (e.g. Play Sound at Location). Not sure yet if that would work with cache though.
Have you seen the video that I made right after this one? I solved a lot of my issues that I had in this video. Take a deep breath and come back to whatever is causing you pain a bit later maybe. Sometimes I feel like nothing works and I just need a walk or something.
UPDATE : Found fixes for the issues I was having. There were some things that I didn't get quite right in this guide. Please make sure to watch this also for the solutions ruclips.net/video/rH7IMcQqhbc/видео.html
If you want the simulation to work with your timing in sequencer, set the Cache Mode to static pose. If you just leave it in play mode it will just play out the simulation as it was recorded. That should fix the timing for your rendered shot.
Thanks! Cache Mode Player or at the time of recording in the Cache Mode Manager?
Duh me .. never mind. figured it out. and thanks
@@IvanReel haha no problem. Flipside also made a new video with the issues fixed
언리얼5를 시작하면서 보물같은 분을 이제야 봤네요 모든 영상 잘 보겠습니다 감사합니다!!! 🙏
감사합니다, 너무 좋게 말씀해주셔서 너무 황송하네요. 도움이 되셨으면 좋겠습니다 :)
Thank you so much! Also if you want that location offset to not be a thing put the cache manager and player at 0,0,0
The reason the geometry moves when you establish the binding in sequencer is that in doing that the geo gets parented under the player blueprint in the outliner. If you set the player Location to be 0,0,0 it should not move ;)
Ahhh thank you for the info! So that's what was happening. Someone did tell me the proper way to do this which I showed in the video straight after this one
@@Flipside3D yup, found the video through your comments. Thanks for the tutorial. Helped me a lot.
@@zig033 i'm glad it did and Thank you also, I learn from you guys a lot whenever I post something
Thank you! It was very helpful!
I'm glad it helped :) thank you for the kind comment
Hi! Thank u so much for ur tut, u ar best
BUT I'm working on UE 5.1 and multiple objects (one building collapsing on top of two others). Then when I trying to follow of attach CC_Player method for each of them individually or single for all of them in the sequencer, strange things happen that the simulation works on one or two objects but never on all (not to mention changing location). BUT I solved it in a "no attach" way by throwing only CC_manager with *time start* in the sequencer. It works fantastic on any of the objects and there are no problems with changing object location. My question, is there any difference between the attach/not attach objects to CC_player method in to sequencer? 😁
Cheers!
I think you are heading in the right direction, maybe check out the second video I made after this. And also I noticed some new videos on YT showing how to use chaos in sequencer, I think it was by this guy called sumours? I haven't watched the whole thing but the end result looked really good
I appreciate what you did but there is very simple method to do this but you went with the hard method
Oh yeah, you can check out how I realized that in the very next video I posted lol
THE BEST
Thank you , Boss
Thanks for the video. You have solved half of my current issue. I was able to actually render a video with the shatter geometry. The other answer i am looking for is how do you trigger those buildings to shatter?. Its clear that the impact of the ground causes the sphere to shatter. What method or event did you use to have those buildings implode on themselves at the end of your video? Thats the other thing i am trying to figure out, how to cause these shatters without any physical interaction and at a certain point in my sequence timeline
The rectangular blocks were just made into geometry collections and made into a sequence in the exact method I've shown in this video. I suggest you watch the sections about simulation recording and sequencer a bit more carefully. What you are describing sounds achievable with the methods shown here
@@Flipside3D I couldn't understand this part. How do you trigger it to shatter without any movement? I went through the whole video and didn't get that part. Thanks!
Hi, is it possible to get this rendering in runtime ? It's not working for me
Thank you.
You're welcome, hope it helps :)
Awesome one
Cheers!
Hi there, great video but what if want model came from both X-Y and Z axis not only Z, like an astroid? Can i use chaos?
I haven't tried it so I can't give a definitive answer but I imagine if you animate the meteor in the sequencer and have the collision and physics setup properly it should work. In terms of how to get it working with the cache.... Not sure I'll have to do some digging. I think you will have to somehow record the cache while playing your sequence in runtime to simulate the physics
@@Flipside3D Thanks for your answer:) i tried it with custom gravity blueprint with meteor mesh but when i make it fragile with chaos, gravity turns again in z axis:(
@@canugurluoglu777 Umm maybe look into using force field blueprints etc. Preset blueprints that are related to Chaos. I know they are tailored more towards explosions and stuff but could be a starting point. If you ever figure this out, I would love to see a tutorial from you. I had an idea for a meteor scene as well which I never got around to lol
Thanks man
Thank you! :)
Can you please make a tutorial regarding Path Tracing in the recent UE version? I can't even find it!
Hey have you enabled it in your project settings? Then it should be available in your view mode menu in your viewport.
Is it the same performance as normal chaos destruction or this cache is much more better ??
I am looking for prebaked destruction without loosing that much fps using chaos destruction , and the only thing i found is Houdini's prebaked destruction as it plays an animation as a skeletale mesh.
I really want a recommendation for what to use to make destruction for games without loosing fps.
totally depends if you need a runtime solution or something pre-baked and simulated. Both has it's pros and cons and it's hard to say without knowing exactly what the situation is. I wouldn't say cached destruction is that much better for performance but it is certainly better than having to calculate the same amount of physics and geometry at runtime.
Awesome 🎉❤
Thank you! Hope it helps
Best!!!!!!!!!!!!
정말 잘 봤습니다! 이런 기능도 있었군요.
한가지 궁금한게 있는데, 이렇게 레코딩을 통해 카오스 캐시를 저장한 이후에는 부서지는 이 일련의 애니메이션의 위치 조정이 불가능한가요?
지오매트리 콜렉션의 위치를 바꿔봐도 결국 재생시키면 원래 자리로 돌아옵니다.
답변이 늦어서 죄송합니다, 이 다음 비디오에 제가 잘못하고 있던 부분을 다시 고쳐서 보여드리는 내용이 있으니 그 부분 체크해보시면 좋을 것 같습니다!
Thank, you are my nervs saver :)
Glad it helped!
12:40 Thanks for the tutorial, the reason why path tracing doesn't work is because Geometrie collections rendering is off by default, enable it whit this: r.RayTracing.Geometry.GeometryCollection 1
Ahhh thanks for the info! Super useful to know. I will need to try something in pathtracer now
Maybe a noob question, but i can't see only material 0 on my tab after doing all the instructions above , so i couldnt change the inner color of the fractures. Had somebody figured a solution to that problem?
In fracture mode, you can add new material slots to your Geometry Collection. Look for options for material. Just be patient when you do it though, the computing takes ages, at least on my machine
Hi! Thanks so much for tutorial. I have some problems with Chaos Manager. I think it distorts position and rotation of the collection, when i move Start Time after record. If everything in zero, a manager and a destroyed object, it works correctly. By this logic, if i want drop from a height, i must to move manager in the same coordinates, but it doesn't work (It somehow mirrors coordinates, when object touch the ground)! Did you have similar problems?
P.S.: i work in 5.1 ver.
Update: I checked how it works in 5.0.3, and everything is correct. Meh.
Hi Hermann, so is it 5.1 that is causing issues??
I'm still mostly working in 5.0.3 as all my projects are still waiting on plugins etc
How if you break only the top of object, but the bottom part is staying?
I'm not 100% sure what you mean but I think you might be looking for physics fields so you can control how the destruction works? Search chaos fields Unreal Engine on youtube, there's some video tutorials on it.
just wonrering, is it possible to add hitting sounds fx on un real?
Yeah definitely, it's a game engine. Just not sure how chaos is set up to work with sound.
In your level blueprint or convert your geometry collection to blueprint, bind an event On Chaos Break, or On Chaos Crumble, and add a node to play your sound effect (e.g. Play Sound at Location). Not sure yet if that would work with cache though.
Friend, please do the lesson again. I've already broken my head, where and what I'm doing wrong.
Have you seen the video that I made right after this one? I solved a lot of my issues that I had in this video. Take a deep breath and come back to whatever is causing you pain a bit later maybe. Sometimes I feel like nothing works and I just need a walk or something.