I'm super grateful for this tutorial, among so many tutorials that I watched, finally one gave me the results I needed
@unrealwithkailin Жыл бұрын
Thank you! I'm glad it helped!
@arnaudddvideau2307 Жыл бұрын
You are the man, thank you so much.
@mihaiwilson Жыл бұрын
Great walkthrough! A note to others: I find that if I use the cachemanager on a fractured object that is not effected by a field force (just gravity) it teleports through the floor. As long as it is effected by a field it works as expected. This is in 5.1 (also saw it in 5.0)
@unrealwithkailin Жыл бұрын
Thank you!
@karimoh315410 ай бұрын
this is a good one, thanks!
@bakura316 Жыл бұрын
thanks mang
@saltfolio5409 Жыл бұрын
Thanks a lot !!!
@unrealwithkailin Жыл бұрын
You are welcome! Thanks for watching!
@blackpara_music63469 ай бұрын
thanks!!!
@TraillerNews20198 ай бұрын
how can i add multiple static meshes to be fractured in different time in the sequencer if you add more than 1 chaos cache collection to record each static mesh you only get the record button in the first one you created if you record all of them at once you have no controll over when eash one start they have to start at once im so lost how would you go about this to have the most controll over the outcome thank you beforehand
@kickheavy89823 ай бұрын
I was wondering this too. Did you find a solution
@HyperGalaxyEntertainment Жыл бұрын
Thanks for the tutorial, do you know how to make a chaos clothes cache in sequencer
@unrealwithkailin Жыл бұрын
You're welcome! Unfortunately, I currently don't know a way to cache cloth simulations within Unreal itself. There is a paid Unreal plugin called uDraper that would allow you to cache cloth simulation. Another way might be using Blender, 3Ds Max or Maya to make the cloth simulations, and then export them out as an alembic file so you can play the simulation within the sequencer
@HyperGalaxyEntertainment Жыл бұрын
@@unrealwithkailin thanks for your info
@blackbudbleАй бұрын
Hi, is it possible to render this in runtime (packaged) ? Not working for me
@АкимПанов-д1ж Жыл бұрын
Wonderful tutorial,but i have a question! How can i attach an anchor field generic to the object,because it is impossible to parent this fied to the static object in outliner for some reason! Thank you for you further help and attention!!!
@unrealwithkailin Жыл бұрын
Thank you! You should be able to just drag and drop the anchor field generic to the static mesh in the outliner, so I'm not too sure why you might be having that issue... Though I haven't really had the need to attach the anchor field generic to anything yet. If I can know what you are trying to do by attaching the anchor field generic to the object, I'll have a better understanding of the problem. Thanks again!
@Niro_sounds Жыл бұрын
Would you happen to know how I can sequence the "explode amount" or maybe simulate and sequence it if there isn't a way to automate that parameter
@unrealwithkailin Жыл бұрын
Hello! Currently, I don't think there is a way to adjust the explosion amount within the sequencer. One possible way that I can think of is, you might need to write a Blueprint which includes the Master Field and have some parameters where you can adjust the Magnitude of the Master Field as you simulate the game and then cache it for the sequencer. It might take some patience to do since making the explosion look the way you want may take some time
@owenjenkinsofficial Жыл бұрын
Any reason why my shaders on the cached static mesh are only showing as pitch black for any material except the default WorldGridMaterial! but only after cached and fractured?? befoer it was fine, now it reads something about a skydome in this level but not interacting with it or something. I really want to delete all the std lighting and olumetrics and light it with point lamps and spotlights with gobos, but it just looks pitch black. I would appreciate any help you can provide!
@owenjenkinsofficial Жыл бұрын
Follow up, got it to work... KINDA. If I restart my PC after saving with Nanite enabled on the object, then the first time I open the project it works. but it will not work after that if I reopen the project later after the first open. Must be some sort of temp caching issue somewhere I don't know about with the lumen global illumination or something similar that gets cleared after a PC restart.
@unrealwithkailin Жыл бұрын
Hm... that's pretty weird. You are currently using 5.2 preview right? I usually won't touch the preview versions of Unreal since they can be pretty buggy and things that work before may be broken. But if that problem persists when the official 5.2 is out, let me know. I'll try to replicate it and see if there is a way for a fix
@owenjenkinsofficial Жыл бұрын
@@unrealwithkailin Sounds good. I usually work in 5.1.1 but I had been trying some other experimental features for the same project. Tbh if its to much to get it to work in UE I can bake alembics from blender and drop them in as well. I'll keep you updated if It persists when the final release of UE5.2 comes, but m,y assumption is that its a preview glitch, as I found a few forums on it and the dev team responding about future updates.
@unrealwithkailin Жыл бұрын
Hi Owen! Now that 5.2 is officially out, I did some quick tests and I haven't found any issues on my end. The only small issue I saw was some shadow flicker artifacts, but other than that, it works as intended. Let me know if you run into any issue
@AlMamunOfficial1 Жыл бұрын
doesn't work in 5.2
@unrealwithkailin Жыл бұрын
Thanks for letting me know, I haven't started using 5.2 yet since it's still in the preview stages. When it's out officially, I'll take a look into it
@owenjenkinsofficial Жыл бұрын
@@unrealwithkailin Mine worked in UE5.2, but as per my comment above, my materials are screwed up somehow. 😬
@MrRicconater Жыл бұрын
did everything here, but when I play back the cached simulation, the orientation is the invert (i.e: the destruction now goes the other way but the correct result from the recorded simulation)
@unrealwithkailin Жыл бұрын
Hmm.... I haven't encountered that problem before... But! I do have some kind of solution that you may work with. I found out that if you rotate the ChaosCacheManager (not the destructible mesh), the simulation will rotate with it. So if you have the position of the ChaosCacheManager at the exact some position of the destructible mesh you are using, then you can rotate the ChaosCacheManager by 180 degree at the Z axis to have the simulation reorient back to the correct direction. Give that a try and hopefully it helps!
@MrRicconater Жыл бұрын
@@unrealwithkailin will give that a try aswell. i solved my issue by just keyframing the transform of the mesh itself. as when the destruction start, it rotates out for some reason
@reddiornotmultimedia Жыл бұрын
record does not show up onlu play and static pose are my options....im using 5.1.
@unrealwithkailin Жыл бұрын
When you create the Chaos Cache Manager, it should automatically be created in the outliner with the mode on Record. If you drag the created Cache Manager from the content browser into your viewport, then you might only have the Play and Static Pose option. So double check if the Cache Manager is already within the outliner when you create it. If there's no Record still, then I'm not too sure where the problem might be at...
@ShunChek Жыл бұрын
what if i just want to make one hole in the wall without it collapsing the entire thing?
@unrealwithkailin Жыл бұрын
Hello, first of all, thanks for spending the time to watch this! Are you looking for something like this? kzbin.info/www/bejne/p3bLhI2If9Shbq8 You should be able to create a hole in the wall if you have enough fractures in your mesh. If not, maybe you'll need to change the collision setting I think. Click on the Destructible Mesh in your Content Browser, then at the Collision Type and Implicit Type, set them as Particle Implicit and Level Set. Give that a try and see if it works