Because the purpose of this is to record all the physics interactions in advance and just reply them, I guess that means if there were any objects in the path of the pieces when used in a practical level, the pieces wouldn't react to these other objects/collisions? Do they just pass through? What if this rock was placed on a landscape that wasn't flat, would the pieces fall to the height of the recorded landscape and potentially end up floating? I don't have any use for this (yet), but it would be good to know for the future.
@MaxStudioCG20236 ай бұрын
is that hard to test it out ? LOL
@KB-nt7eg4 ай бұрын
Why would you cache a simulation in a different spot than where you would use it? That doesn't make any sense. You would cache the simulation in the exact spot that you're going to use the cache. You're basically sequencing a simulation. Therefore it's going to act the same exact way 100% of the time no matter what position it's in. Which is why you would cache it in the position that you're going to use it in. If you type in chaos physics interactions and you scroll to the bottom of the page on the Unreal engine documentation there's a 2-hour video that goes over all of this. This is exactly where this guy got this information from. They explain it way better than this guy does and they tell you all the uses for it. A cached simulation is something for like a background that is not going to get interacted with. Later on down the road they're talking about being able to wake up pieces of the cached simulation to interact with the world. This two hour video would answer all of your questions. I would say stop learning from random people on KZbin and start learning from the actual people at epic games
@zerobadideas4 ай бұрын
@@KB-nt7eg cool thanks for the feedback. Pretty sure the point was to cache it so it can be used repeatedly, you're suggesting you should make a new new cached similation for each location in the world you want to use it, which seems counterproductive. Either way, I have no use for this, just thought it was neat. I've learned a lot from KZbin tutorials, and I'm not about to stop now, but thanks for the suggestion.
@AsdPiton_veloby8 күн бұрын
Any ideas how to spawn chaos cache manager from blueprint and make it play a cache on a pointed collection? I cmanagesdto spawn it but cant set a collection
@Megasteakman6 ай бұрын
Wow, incredible tutorial: very well explained and such a killer technique!
@comebackguy88926 ай бұрын
How about despawning the pieces a certain time after simulation?
@back2the90s86 ай бұрын
you could probably just fade the material to make it disappear and then delete the actor.
@comebackguy88926 ай бұрын
@@back2the90s8 Alright, how would I do that for the pieces that have broken off?
@RyanLaley6 ай бұрын
yep will show that in next chaos video. its a built in feature
@comebackguy88926 ай бұрын
@@RyanLaley That would be amazing. Thank you.
@back2the90s86 ай бұрын
@@RyanLaley nice!
@greempark574315 күн бұрын
so cool. thanks a lot. want to use this but.. one thing... cache is not heavy,,,? worry about memory of game....
@zrmdevelopment72606 ай бұрын
Hello, thank you for this Chaos tutorial Ryan. Does anyone knows how can you implement sound for this? Like, sound for every particle colliding with the ground or anything like that. Basically the same sound as every game has when you destroy barrels/crates and such. Thank you
@ReinhardtBuhr6 ай бұрын
would also like to know
@b.a.g20732 ай бұрын
When I try this with clothing the cache plays back all over the place. Are there steps that are different when the clothing is a Skeletal mesh?
@back2the90s86 ай бұрын
Thanks for this one! This will help me a lot with my current survival game project. Greetings from Germany!
@AWE_some_ZTАй бұрын
weird, after record I duplicate the GC and the duplicated ones can't play like the initial recorded one. I'm using UE5.4.4
@jj7pupu2 ай бұрын
Hi Ryan, I'm also using chaos cashe manager to cashe the destruction, it looks fine when simulating but when I play the cashe in sequencer, there's a lot of small rocks flickering in a much faster speed, was wondering if you know how to fix it, thanks!
@cristobalthompson29325 ай бұрын
thanks, im trying to create a blueprint with this cache, but it seems i can only get a reference to this cache in the level blueprint. Is it posible to manipulate this cache in an actor blueprint?
@KB-nt7eg4 ай бұрын
You can't manipulate a cache in the way that you think. You're creating something that is going to act exactly the same way 100% of the time. What is there to manipulate? You would manipulate the simulation that you're recording.
@BrianFosterАй бұрын
@@KB-nt7eg I want to edit the start time of the cache manager, so that I can use a blueprint timeline to scrub through the Static Pose of the animation. And I can do that! - I'm stuck now because the model/simulation isn't updating in the level.
@TorQueMoD6 ай бұрын
Awesome video! Thanks so much for sharing :)
@koncreate87446 ай бұрын
Can you make a replication tutorial for this TY so much!
@RobinDale506 ай бұрын
Does this exist in 5.3 or lower?
@KB-nt7eg4 ай бұрын
Yes. Chaos physics caching has been around for two plus years. The original video that this guy got his information from is 2 hours long and it's from Unreal engine 4.3