this is my exact question as well. I really want to play around with chaos instead of apex destruction but I dont want to get source built ue4. Hopefully we see this become core sooner than later.
People always say that games now look the best they can and that any innovation is small. Well, that's far from the truth, but games really have a long way to go when it comes to destruction and dynamic environments, better AI, physics, weight and other simulated FX like water and smoke for example. Some people call things like ''destructible environments'' a gimmick, but I think it should be the new standard. How many games have you shot an RPG directly to a wall only for it to leave a burn mark?!
The particle simulation necessary for a realistic looking game is too much for the current gen GPUs. The performance cost is just not worth it. That's why we don't see that much improvement on the destruction side of games. Even the destruction simulation here isn't realistic, it feels chunky
Also most games have very specific level design. Building a level with destruction of layout in mind makes things a lot more complicated when planning. It usually would end up detracting from the narrative and visual path they aim to take players on. Also in open multiplayer (shooters) it seriously effects the Lane design that brings balance to maps. If players can destroy buildings or cover it could change the map in a way that would make it unfair for one side or another or make it so players have to use certain classes/gear to utilize that advantage. It is certainly possible but takes A LOT more QA which = more time and $$$. So, that on top of performance hit... not worth the investment as we see most developers conclude That said I am all for completely destructible environments... even if the layout and map detail is simpler I love blowing things up and seeing buildings crumble. Bring it on next gen! Chaos can be very fun
@@zinetx yeah, but the other point about the order of magnitude higher design complexity is very true. Every piece of geometry not only needs to have defined its connections strengths, materials but also meshes need to be closed, separated, have geometry between its layers with proper uvs and textures as the player will be able to see them after he destroys i.e. a wall. Basically, you need 10x more time to create, test, and design such a map that can be freely destructible, not to mention unstable performance with such amount of dynamic fragments... it's not optimal to create such environments as many more things in games are more important
@@nickpinkowski Nah, Epic sorted this out with its new CHAOS system. You can add up to 3 materials for the inside IIRC. Just search YT for CHAOS tutorials and you'll see how it works.
It requires more dust clouds. Destroying stone buildings will cause a fog of dust. Also the dust wasn't affected by the gravitational pull of the falling debris. Something to think about. This is a step in the right direction and will give players unique approaches on handling certain situations
gravitational pull of debris should be almost negligible. Objects on earth are too small to noticeably affect each other. Dust does not get pulled toward large objects on earth, like tanks or buildings. What you may be thinking of is the vacuum effect, where the movement of an object creates a temporary void and surrounding dust and air moves in to fill it. This is best exemplified by flipping a single page of a book and watching as the second page follow it, or by standing in a train station and feeling the gust of wind which follows the train. But yes, that would be cool. Keep in mind it would not depend on the mass of the falling debris. only its volume, shape, and speed.
Doing tips and tricks on a feature that has 0 documentation, is not production-ready and needs a full engine recompile with special flags to activate. Nice to see you have your priorities straight, Epic!
Did you find a way to disable collision on those fractured pieces so that it doesn’t collide with the player? And how do you despawn them after a while I can’t access each chunk separately
I want this implemented in the grand theft auto series, ultra realism with fully destructible environments INCLUDING npcs. That's the next step in the open world genre.
I don't get it... this chaos destruction thing... works on a new physics module? or is just the geometry cache and fracturing thingie? If the physics of the engine were revamped... why there is zero info about it?
What I don't get is why this is marketed as a destruction system, that clearly need a physics simulation to back it up and yet, we don't know how to bounce a sphere in this new physics simulation system... (we know how to destroy said sphere, that part I get it)
I have always wanted to learn more about Chaos Destruction; however, due to having to go through Visual Studios to run it, I haven't really been able to utilize except in the classroom. Here's to hoping that it'll be officially a part of Unreal Engine V so I can move on from APEX Destruction.
Water, I need to know how to simulate a simple bottle with water to pick up with VR, have been around for 1 week to try that and still , I have no idea :(
I have a solid game idea, that I think gamers of all types could enjoy for years. I've been trying to teach myself to use UE, but I can never get my project to look the way I invision it. Can someone help get me in the right direction?
Start by focusing on your gameplay before you even worry about how the game looks. It's ok to use placeholders for models until you implement the logic of the game. Start by making a couple small projects to learn how to use the game engine before you make your first big project.
Anyone have a demo of Chaos being integrated successfully into their game? I've seen a lot of tutorials and demos but not much created gameplay from the community.
"not production ready" is a bit of an understatement. I compiled it about a month ago. It is simply not performant enough to use in anything real time. Yes, Epic is using it in Fortnite, but that's Epic. They have their own branch and they're not sharing...yet.
It looks amazing, but the problem is even though it's been in beta form for three releases now it's tough to get it working at all, performance is bad, and its still a work in progress. I think these videos are giving a false presentation of where physics are in chaos. Due to all of the issues every game other than Fortnite is still using the old physics. Now in fairness it is still in beta. But we've been seeing videos like this for a year now.
In beta they dont care about the perfection of their direct X "port" they are building it for their simulations and you know they have private test builds.
AAAAAND?!?! is there detailed documentation?!?! some tutorials?!?!? easy for artist wth, like niagara. no proper example documentationa t all. showing those short "show offs" rather make some content showing how things work.
I can already imagine a Godzilla type game where you fight in cities and the destruction of buildings are like this.
you mean like the game war of the monsters? classic game!
EDF! EDF!
If you don't get the reference, then, well, you need to play Earth Defence Force 5
1:38 level 5, is when its a demolition, i mean a plane hits the building
underrated
Building 7
When will the chaos be a part of the official release of UE rather than compiling it manually?
Honestly, I would guess not till Unreal Engine V
False, if plane for one next version of UE4
this is my exact question as well. I really want to play around with chaos instead of apex destruction but I dont want to get source built ue4. Hopefully we see this become core sooner than later.
@@1_Man_Media source build takes like 2 seconds
@@LOL1423derp92 I
have no idea how i do that
People always say that games now look the best they can and that any innovation is small. Well, that's far from the truth, but games really have a long way to go when it comes to destruction and dynamic environments, better AI, physics, weight and other simulated FX like water and smoke for example. Some people call things like ''destructible environments'' a gimmick, but I think it should be the new standard. How many games have you shot an RPG directly to a wall only for it to leave a burn mark?!
The particle simulation necessary for a realistic looking game is too much for the current gen GPUs. The performance cost is just not worth it. That's why we don't see that much improvement on the destruction side of games. Even the destruction simulation here isn't realistic, it feels chunky
Also most games have very specific level design. Building a level with destruction of layout in mind makes things a lot more complicated when planning. It usually would end up detracting from the narrative and visual path they aim to take players on.
Also in open multiplayer (shooters) it seriously effects the Lane design that brings balance to maps. If players can destroy buildings or cover it could change the map in a way that would make it unfair for one side or another or make it so players have to use certain classes/gear to utilize that advantage.
It is certainly possible but takes A LOT more QA which = more time and $$$.
So, that on top of performance hit... not worth the investment as we see most developers conclude
That said I am all for completely destructible environments... even if the layout and map detail is simpler I love blowing things up and seeing buildings crumble. Bring it on next gen!
Chaos can be very fun
@@kwmcgreal EA says otherwise with Battlefield, especially BFV.
@@zinetx yeah, but the other point about the order of magnitude higher design complexity is very true. Every piece of geometry not only needs to have defined its connections strengths, materials but also meshes need to be closed, separated, have geometry between its layers with proper uvs and textures as the player will be able to see them after he destroys i.e. a wall. Basically, you need 10x more time to create, test, and design such a map that can be freely destructible, not to mention unstable performance with such amount of dynamic fragments...
it's not optimal to create such environments as many more things in games are more important
@@nickpinkowski Nah, Epic sorted this out with its new CHAOS system. You can add up to 3 materials for the inside IIRC. Just search YT for CHAOS tutorials and you'll see how it works.
It requires more dust clouds. Destroying stone buildings will cause a fog of dust. Also the dust wasn't affected by the gravitational pull of the falling debris. Something to think about. This is a step in the right direction and will give players unique approaches on handling certain situations
Thats the beauty of Niagara, you can set it up as you like
gravitational pull of debris should be almost negligible. Objects on earth are too small to noticeably affect each other. Dust does not get pulled toward large objects on earth, like tanks or buildings. What you may be thinking of is the vacuum effect, where the movement of an object creates a temporary void and surrounding dust and air moves in to fill it. This is best exemplified by flipping a single page of a book and watching as the second page follow it, or by standing in a train station and feeling the gust of wind which follows the train. But yes, that would be cool. Keep in mind it would not depend on the mass of the falling debris. only its volume, shape, and speed.
Unreal Engine: We have dynamic destruction
Frostbite Engine: Hold my destruction
Me: I want to see destruction in every game!
Doing tips and tricks on a feature that has 0 documentation, is not production-ready and needs a full engine recompile with special flags to activate. Nice to see you have your priorities straight, Epic!
docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/index.html
@@ibrews stop spamming it
its unreal! :) also cool music in the background!
Unreal engine is becoming very real. I like 😎
>Get to Know Destruction Effects
>Chaos is not a part of the official UE version
WTF Epic?
your post needs more likes, and this video needs less likes.
when will they release it ?
@Alexandre it looks like they already have it, you just need to compile it.
Yep, you need a github version as its still not considered production ready
@@olliveraira6122 and how many gigabytes?
It would be cool if someone edited this to make a high detail gore system
What robot destruction game is that right in the beginning of the video? :18 Looks good.
Did you find a way to disable collision on those fractured pieces so that it doesn’t collide with the player?
And how do you despawn them after a while
I can’t access each chunk separately
I like. Good job 👍 Epic
and where is it available?
I want this implemented in the grand theft auto series, ultra realism with fully destructible environments INCLUDING npcs. That's the next step in the open world genre.
There is no way gta will have physics differ from V
I don't get it... this chaos destruction thing... works on a new physics module? or is just the geometry cache and fracturing thingie?
If the physics of the engine were revamped... why there is zero info about it?
Unlike Niagara it's still not production ready, I assume as when it's officially released it will come with documentation.
docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/index.html
What I don't get is why this is marketed as a destruction system, that clearly need a physics simulation to back it up and yet, we don't know how to bounce a sphere in this new physics simulation system... (we know how to destroy said sphere, that part I get it)
@@juanmilanese It actually is a new physics system and most of Chaos problems at current implementation stage come from that fact
Give us a destruction demo that we can play
It’s easily to talk.. walk the walk
guys its time to get cracking on that superman game... I got a super long game idea.. your software is key
this is great!
I've been wanting to use this, but do I really need to compile myself and use version 4.23? Is this not possible to use in 4.25?
It's always available with all versions since UE 4.23, but you need to build from source still.
Is anthem being rebuilt on the unreal engine? 3:56 🤨😱
That may not be anthem
Unreal team! I love you!
Please fix the EpicGames Launcher. The worst and most unresponsive launcher I ever used!
I have always wanted to learn more about Chaos Destruction; however, due to having to go through Visual Studios to run it, I haven't really been able to utilize except in the classroom. Here's to hoping that it'll be officially a part of Unreal Engine V so I can move on from APEX Destruction.
Visual Studio Community Edition should do what you need. No additional cost.
release engine 5 pleaseeee lol
Can it model Godzilla?
@@renat_CIA AHAHAHAHA REALLY FUNNY
I NEED THIS
Wait is this tom from moores law is dead
Great job UE Teams!! :)
Water, I need to know how to simulate a simple bottle with water to pick up with VR, have been around for 1 week to try that and still , I have no idea :(
You do that with shaders
@@klaptone9012 valve does that with shaders*
There are tutorials for it on Twitter. I think Asher Zhu retweeted one recently.
I have a solid game idea, that I think gamers of all types could enjoy for years. I've been trying to teach myself to use UE, but I can never get my project to look the way I invision it. Can someone help get me in the right direction?
Start by focusing on your gameplay before you even worry about how the game looks. It's ok to use placeholders for models until you implement the logic of the game. Start by making a couple small projects to learn how to use the game engine before you make your first big project.
Any aaa game use this?
Solid guide by Frostic to get this working here: forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos/page32
Mad !
This looks really cool, it's unfortunate you can't run this at any type of acceptable frame rate in an actual shipping game.
Pourquoi vous utilisez/montrez des images des Présidentielles Française 2017 ???
parce que ce demo a ete fait il'ya 3 ans.
Still got it! A+++
This looks so cool but also so much work. No wonder why games, in general, takes years to develop even with a full team
this reminds me of that one level in half life 2 but way more
Just imagine the next just cause using this!
Anyone have a demo of Chaos being integrated successfully into their game? I've seen a lot of tutorials and demos but not much created gameplay from the community.
Fortnite is using it: beforesandafters.com/2020/05/06/all-the-details-for-the-unreal-engine-4-25/
"not production ready" is a bit of an understatement. I compiled it about a month ago. It is simply not performant enough to use in anything real time. Yes, Epic is using it in Fortnite, but that's Epic. They have their own branch and they're not sharing...yet.
Greatness
What a masterpiece and still there is one dislike. Is this from UNITY? HAha
cool
Unreal and Frostbite Should make Battlefield 6
If you're looking for documentation, here it is
docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/index.html
PLS tell Team17 to add this to HLL
Is it just me or are the buildings made of Sand?
It looks amazing, but the problem is even though it's been in beta form for three releases now it's tough to get it working at all, performance is bad, and its still a work in progress. I think these videos are giving a false presentation of where physics are in chaos. Due to all of the issues every game other than Fortnite is still using the old physics. Now in fairness it is still in beta. But we've been seeing videos like this for a year now.
In beta they dont care about the perfection of their direct X "port" they are building it for their simulations and you know they have private test builds.
Even the demo is laggy as hell...
What ever happened to this technology? I can't think of a single game that uses this feature
This is so HOT!
AAAAAND?!?! is there detailed documentation?!?! some tutorials?!?!? easy for artist wth, like niagara. no proper example documentationa t all.
showing those short "show offs" rather make some content showing how things work.
docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/index.html
@@mrtegs u have proven my point of missing documentation, thx
@@xxerbexx my point is, it's in beta
@@mrtegs And what's next? Niagara was in beta too but was in the editor as a plugin, so is Mesh Editor...
@@rongarlnield417 i dunno what you want me to say, i don't work for Epic games
Dragon ball Z Open World, right now.
わぉ!
♡ダ
@@magnuscritikaleak5045 lmao
.
unity users will dislike this video, Hail to UNREAL ENGINE
People who limit there learning from one source will dislike this comment, hail all knowledge!