Really good tutorial! I got to ask if you know of a way for the Chaos Cache Manager to play the animation in reverse inside the Level Editor, so that it start's off destroyed but reforms itself when it is triggered to do so?
You could make it start at 20 secs then reverse the process in the level editor to play back in time with a animation timeline. You can also use the sequencer to make the same effect.
I've not dived into shadows with chaos but I'd like to know if you have real-time lightning or prebaked lightning in your scene? I'm using real-time in my scene for reference and it looks to be working. Might be a different case with prebaked scene lightning.
I've not used the sequencer with chaos but i'd assume you will need to trigger it with blueprints or set the timer to -20 seconds to time your capture. I'll have to test ut out to know for sure. Will probably make a video about it :)
Amazing tutorial! But am having 3 issues need help with #1 When in play mode whether being in Timed or Trigger the simulation of the destruction does not full play and simulate the entire thing it just pauses in mid air during destruction during timed and triggered on play. But when I press record it does. #2 when I looked for projectile under collision I did not see that option on Object Responses. #3 I am getting an error message after playing or simulating the scene in the message log that reads “ Trying to simulate on (name or level) geometry collection component0 but no physics body”
1. What version are you on? This sounds like a bug that was related to UE version 5.1.0. Upgrading to version 5.1.1 or 5.2 fixes this issue. 2. Projectile collision is a channel, by default it is available on the first person shooter template. You can choose another channel for collision such as Destructable or WorldDynamic collision channel instead. Whatever is best for you that you use to detect impacts use that channel or create a new one in your Project settings -> Collision -> Object Channels 3. Not sure about this one. Try to Disable Simluate Physics on your cached destruction. (Edit: make sure before caching you have physics on your fracture geometry, when caching the physics won't be needed anymore since we are not simulating in real time in caching)
Thanks for the tut. I have "Remove on Sleep" enable on my geometry collection but it looks like that part isn't recoded. Do you have any idea if its possible?
Hey! Been a while since i tested. If i remember correctly you can enable it and test if it works first (real time). Then make a cache out of your geometry. The cache should essentially record the removal process as well.
Hi.At present, I want to use Chaos to break the cup after throwing it out. However, when I directly throw the geometry collection actor, its fragmentation speed is very fast, and it quickly flies out of the world from my screen. Can you provide me with some ideas? Thank you.
How can we use, say second 60 of a cached chaos simulation as the initial state only, and start a new simulation from that point? Right now I can only see how to use the entire cache starting at second 60 and simulating / interacting from 61 onwards has no effect. Destroying the cache manually via blueprint after setting the initial state, doesn't help new physics take effect either.
I have not tried this. With caching, you save a previous simulation. By playing, you will always play the same simulations. I don't recommend this method as it's tedious, but it's the only solution that came to mind. I'll check later if there is an easier way... You could use the fracture tool to change your geometry collection into a static mesh (or use blender). Place the meshes as how your simulation looked like at 60 seconds. Then fracture it to make another geometry collection mesh.
Hi, thanks for tutorial, is realy good. But I have question about chaos and stuff. Do You have maybe idea how to create destruction effect like in The finals game? I mean shattered elements and derespawning small elements but save big etc. :)
I have not played The Finals but I did watch a small videon on the gameplay. I'd say it's very much possible to do the same. Think of the finals destruction like lego pieces with some VFX added on top of it to add more drama to the explosions. I.e the thing that will be destroyed does not emit these shattering elements but it's the VFX of the destruction. We can take a house in the game as an example: -One Major piece gets destroyed and any small piece attached to the major piece will get destroyed with it. -Use VFX/Niagara to make the impact more dramatic with extra planks/rubble flying everywhere when a rocket hits the wall. How it would play out: -Play VFX destruction when rocket hits a wall -Destroy wall/Fracture Wall -Anything near the damage impact also is destroyed, especially destroy pieces if it's dependant on a major piece. -Stop playing VFX -Blueprint/c++ script notices this particular piece got destroyed. Spawn after X seconds at the same location/rotation.
@@devkonan Ok, I'm edit this comment. I read many times what You say, and starting to understand. I must process this :D For me now the hardest thing is check near damage impact and destroy pieces
To check and destroy Geometry collection meshes with bullets. Simply use a line trace to see where your bullets hit, then spawn a FS_MasterField at the location the line trace hits. The MasterField will then act as the damage impact.
@@devkonan Thank You! This help very much! :D One more thing, how to change this edges when something blowup. Like in here: i.ytimg.com/vi/HHDoQwNZvmE/maxresdefault.jpg Or it just special material in wall?
@@maciejurmanski9738 It could be a material doing it. For chaos you could potentially get the same results by making a lot of fractures in your mesh. It costs performance but gives the same results. One could also use layering of walls. Outside wall mesh being fractured to tiny pieces while the inside is more solid and less likely to break into small pieces. It all comes down to iterating and choosing the method you think is best for your game :)
This could be a bug. Not sure if they fixed it in 5.3. forums.unrealengine.com/t/chaos-niagara-sequencer/612053 This may help dev.epicgames.com/community/learning/tutorials/wrdj/unreal-engine-chaos-destruction-niagara
Thanks, so in order to create a static mesh, do you have to select the baked time and then select the chunks in the level, and convert them to a static mesh? everything right?
I'm not sure what method you would use to convert it to a static mesh with the caching tool. However, you can use the cache mode to set the GC to static pose, which essentially acts similar to a static mesh. You can also use the fracture tool to create a static mesh of your GC that will save all the fracture pieces as individual static meshes.
@@devkonan I want to simulate and save the result. the shards so that they fall down and settle down at the corners of my mesh. In the future, I plan to get a mesh for export.
It will be very cool! many need simulations without the use of DSS programs. One of the advantages of doing in motion is a full-fledged multi-threaded calculation, which is not available in 3D programs
VEEEEERY Talented. I wanna give you HUGE respect. Keep going bro :)
Thanks for the video! Do you know of a way to play the cache in a new location?
This is such a great tutorial! thanks! I was looking for how to cache the simulation ect...
Really good tutorial! I got to ask if you know of a way for the Chaos Cache Manager to play the animation in reverse inside the Level Editor, so that it start's off destroyed but reforms itself when it is triggered to do so?
You could make it start at 20 secs then reverse the process in the level editor to play back in time with a animation timeline. You can also use the sequencer to make the same effect.
Is it possible to save a cached destruction as an actual Geometry Cache to use in a Blueprint?
Very nice tuto, im just with a problem of missing shadow over chaos mesh
I've not dived into shadows with chaos but I'd like to know if you have real-time lightning or prebaked lightning in your scene? I'm using real-time in my scene for reference and it looks to be working. Might be a different case with prebaked scene lightning.
@@devkonan I figure it out, it was using the ray traced shadow on, Thanks
thats great. but question, how will u use level sequencer to control this?
I've not used the sequencer with chaos but i'd assume you will need to trigger it with blueprints or set the timer to -20 seconds to time your capture. I'll have to test ut out to know for sure. Will probably make a video about it :)
ruclips.net/video/g1g2zPN25ug/видео.html maybe this will be of use to you
Amazing tutorial! But am having 3 issues need help with
#1 When in play mode whether being in Timed or Trigger the simulation of the destruction does not full play and simulate the entire thing it just pauses in mid air during destruction during timed and triggered on play. But when I press record it does.
#2 when I looked for projectile under collision I did not see that option on Object Responses.
#3 I am getting an error message after playing or simulating the scene in the message log that reads “ Trying to simulate on (name or level) geometry collection component0 but no physics body”
No more info about this?
1. What version are you on? This sounds like a bug that was related to UE version 5.1.0. Upgrading to version 5.1.1 or 5.2 fixes this issue.
2. Projectile collision is a channel, by default it is available on the first person shooter template. You can choose another channel for collision such as Destructable or WorldDynamic collision channel instead. Whatever is best for you that you use to detect impacts use that channel or create a new one in your Project settings -> Collision -> Object Channels
3. Not sure about this one. Try to Disable Simluate Physics on your cached destruction. (Edit: make sure before caching you have physics on your fracture geometry, when caching the physics won't be needed anymore since we are not simulating in real time in caching)
Thanks for the tut. I have "Remove on Sleep" enable on my geometry collection but it looks like that part isn't recoded. Do you have any idea if its possible?
Hey! Been a while since i tested. If i remember correctly you can enable it and test if it works first (real time). Then make a cache out of your geometry. The cache should essentially record the removal process as well.
Hi.At present, I want to use Chaos to break the cup after throwing it out. However, when I directly throw the geometry collection actor, its fragmentation speed is very fast, and it quickly flies out of the world from my screen. Can you provide me with some ideas? Thank you.
How can we use, say second 60 of a cached chaos simulation as the initial state only, and start a new simulation from that point? Right now I can only see how to use the entire cache starting at second 60 and simulating / interacting from 61 onwards has no effect. Destroying the cache manually via blueprint after setting the initial state, doesn't help new physics take effect either.
I have not tried this. With caching, you save a previous simulation. By playing, you will always play the same simulations.
I don't recommend this method as it's tedious, but it's the only solution that came to mind. I'll check later if there is an easier way...
You could use the fracture tool to change your geometry collection into a static mesh (or use blender). Place the meshes as how your simulation looked like at 60 seconds. Then fracture it to make another geometry collection mesh.
Hi, thanks for tutorial, is realy good. But I have question about chaos and stuff. Do You have maybe idea how to create destruction effect like in The finals game? I mean shattered elements and derespawning small elements but save big etc. :)
I have not played The Finals but I did watch a small videon on the gameplay. I'd say it's very much possible to do the same. Think of the finals destruction like lego pieces with some VFX added on top of it to add more drama to the explosions. I.e the thing that will be destroyed does not emit these shattering elements but it's the VFX of the destruction.
We can take a house in the game as an example:
-One Major piece gets destroyed and any small piece attached to the major piece will get destroyed with it.
-Use VFX/Niagara to make the impact more dramatic with extra planks/rubble flying everywhere when a rocket hits the wall.
How it would play out:
-Play VFX destruction when rocket hits a wall
-Destroy wall/Fracture Wall
-Anything near the damage impact also is destroyed, especially destroy pieces if it's dependant on a major piece.
-Stop playing VFX
-Blueprint/c++ script notices this particular piece got destroyed. Spawn after X seconds at the same location/rotation.
@@devkonan Ok, I'm edit this comment. I read many times what You say, and starting to understand. I must process this :D For me now the hardest thing is check near damage impact and destroy pieces
To check and destroy Geometry collection meshes with bullets. Simply use a line trace to see where your bullets hit, then spawn a FS_MasterField at the location the line trace hits. The MasterField will then act as the damage impact.
@@devkonan Thank You! This help very much! :D One more thing, how to change this edges when something blowup. Like in here: i.ytimg.com/vi/HHDoQwNZvmE/maxresdefault.jpg Or it just special material in wall?
@@maciejurmanski9738 It could be a material doing it. For chaos you could potentially get the same results by making a lot of fractures in your mesh. It costs performance but gives the same results. One could also use layering of walls. Outside wall mesh being fractured to tiny pieces while the inside is more solid and less likely to break into small pieces. It all comes down to iterating and choosing the method you think is best for your game :)
Hi where is the cache being stored on my computer?
Not sure. My guess would be to look into the c++ class that handles the chaos caching. Good luck!
in the balls
the chaos cache doesn't seem to trigger the notify for breaks, collisions or trailing, so how to I get any smoke or dust?
This could be a bug. Not sure if they fixed it in 5.3.
forums.unrealengine.com/t/chaos-niagara-sequencer/612053
This may help
dev.epicgames.com/community/learning/tutorials/wrdj/unreal-engine-chaos-destruction-niagara
how do you play this physics simulation inside a sequencer? , I cant figure out
Check out my latest video. I cover how to use the sequencer there.
Thank you
Thanks, so in order to create a static mesh, do you have to select the baked time and then select the chunks in the level, and convert them to a static mesh? everything right?
I'm not sure what method you would use to convert it to a static mesh with the caching tool. However, you can use the cache mode to set the GC to static pose, which essentially acts similar to a static mesh. You can also use the fracture tool to create a static mesh of your GC that will save all the fracture pieces as individual static meshes.
Fracture mode -> utilities -> tomesh
@@devkonan I want to simulate and save the result. the shards so that they fall down and settle down at the corners of my mesh. In the future, I plan to get a mesh for export.
@Kirill Iakushev I have not tried saving the simulations before. I can give it a try and hopefully have a tutorial up this week or next week.
It will be very cool! many need simulations without the use of DSS programs. One of the advantages of doing in motion is a full-fledged multi-threaded calculation, which is not available in 3D programs
That's exactly what I'm looking for 🫂🫂 thank you ma boi 🤜🤛
Is baking the chaos destruction, and using this chaoscache can save the game with the chaos destruction?
Sorry, can you clarify what you mean? Do you want to save your destruction progress in the level?
@@devkonan yea, exactly
@@Eerter_Official It should be possible. I'll be making a video covering the process.
@@devkonan Oh, thanks, then can't wait for the video ^^
You are god
bruuuuhhhhh