I started learning Unreal Engine recently, I can't believe the amount of useful information you're sharing with everyone, I can't thank you enough! These are really fun videos
Thanks again dude I’m so glad I found your channel 😊 I’m really interested in how you made the internal strain occur from spreading fire 🔥 hopefully you wouldn’t mind explaining that part further please.
It was super easy. So I just made a blueprint for the barrels with some simple overlap logic to find nearby objects to detonate. Once detonated the red barrels will cause an explosion and spawn a external strain blueprint, pretty much exactly like the one I create in the video. The yellow barrel however spawn a different visual effect and the blueprint for internal strain. It is very similar to the one I create in the video except that it will with regular intervals, about 0.3 seconds, call on the "detonate" event which then creates makes the internal strain field again. I also had a small multiplier on the area radius, increasing over time - this makes the "fire" chip away nearer the center and slowly progress.
Ok i've set up my Internal strain field just like your is by the end of the video, with radial falloff and such. But I cannot for the life of me figure out how to only get the portion of the geometry collection that was hit by the sphere to chunk off... Like you did. Any settings I should double check?
Have not checked if things have changed in the latest versions of Unreal Engine for this usage. But if you use the same version and setup your situation identical to the tutorial it should be fine. So try that. If that does not work, there is a chaos destruction project template in the content examples where they have setup several different examples. You should be able to see how different scenarios are set up.
I was having trouble with this too. I ended up turning off 'Damage Propagation Data' in the Geo Collection. I feel like it's how the force spreads through the model, I was able to localise the damage with this. If it's correct who knows!
Somthing I am struggling to figure out is how to make an actor that can set broken geometry collections to destroy them so it doesn't overload my game when a bunch of stuff gets broke I can't seem to find proper documentation of it anywhere
There is a level in the content examples project which shows off a bunch of different aspects that I have not shown yet. Among them they handle sleep, despawning and such that would be useful for you.
@@LeafBranchGames I will have to look at that when I get home for now I just set up an actor to Despawn itself after 5 seconds of being hit but I would rather figure out the proper way of setting it up
Hey LeafBranch, you said that you would show us how to prevent the entire structure from breaking. However, despite adding a new field, you could see the entire structure cracking despite only one side having strain applied. How would you go about making localised damage, so that kicking a door in doesn't blow up an entire house?
Not sure what you are referring to but there are many ways to achieve results like that. One approach is to have a door much less durable for damage threshold than the rest of the door frame and walls. Others is to not have those parts destructible at all. There are also more fields and features available that can be used to achieve such results. Hopefully I will be able to return and show more examples in this series at some point, but until then you have the content examples you can look into to see if an example matches the requirement you have for your destruction scene.
@@LeafBranchGames It turns out that where I was selecting multiple meshes and creating a GeometryCollection for each one at the same time, this was causing some sort of hitbox overlap. When one broke they all disintegrated.
Thanks, it's great, really helpful tutorial! Maybe you know answer at my question, the solution of which I have not yet found among the lessons on chaos destruction? If i want when shooting at a destructible object destroy the levels of the object in reverse order - first, small pieces, of the last levels, for example, 3rd level, then with the next shots - larger pieces of the second level, and then first level. Because the standard solution and the way it is described in your lesson breaks off large pieces and only after shooting them a few times, they crumble, but i think more realistic for bullets shots - first break off smaller pieces from the first hits
@@LeafBranchGames yeah, I want to destroy an object by spawning the sphere at hit point of a line trace. The problem that i have is that the sphere goes to the 0,0,0 location when i hit the static mesh with chaos addition.
Do you know how to disable the collision of the fallen pieces without affecting my Mannequin/grenades/things with physics? I tried a kill field but it kills my mannequin and C4 explosives and stuff.
@@LeafBranchGames Sounds good. It's mainly for when my character walks over the debris, he kinda jumps around on top of it a lot while strafing its pretty annoying
This is the first video when was mention the difference between external and internal strain. But I'm still confused by that. You told that internal is able to accumulate damage over time. But you actually adding there this Return Result Termin. Why it is not possible ut the same with external strain? This is the accumulation thing right? I don't understand why you substractin the remembered field with new one. I would understand that you want to add internal force for every click no make it smaller. I still miss something here.
It was the most comprehensive tutorial I've seen. Thank you.
My pleasure. :)
Really well made video, you are good at explaining things clearly
Thank you, appreciate it!
Thank you so much, a tutorial that actually explains stuff and not just narrates whats happening on screen
That is what I try to do. :)
I started learning Unreal Engine recently, I can't believe the amount of useful information you're sharing with everyone, I can't thank you enough! These are really fun videos
I am glad to hear it. Just trying to provide as informative content as I can. :)
This is a very good channel, thank you so much for all your effort. Finally I'm starting to understand .
Thank you, I am glad to hear that you are reaching understanding. :)
Awesome stuff, I can't find this explained anywhere!
Glad to hear you found it useful!
Thanks again dude I’m so glad I found your channel 😊 I’m really interested in how you made the internal strain occur from spreading fire 🔥 hopefully you wouldn’t mind explaining that part further please.
It was super easy. So I just made a blueprint for the barrels with some simple overlap logic to find nearby objects to detonate. Once detonated the red barrels will cause an explosion and spawn a external strain blueprint, pretty much exactly like the one I create in the video. The yellow barrel however spawn a different visual effect and the blueprint for internal strain. It is very similar to the one I create in the video except that it will with regular intervals, about 0.3 seconds, call on the "detonate" event which then creates makes the internal strain field again. I also had a small multiplier on the area radius, increasing over time - this makes the "fire" chip away nearer the center and slowly progress.
Please keeep going tutorials about chaos destructions it helps a lot. Thank you so much.
I will try to. :)
Keep on learning 😁🇸🇪😁🇺🇲😆
:)
Ok i've set up my Internal strain field just like your is by the end of the video, with radial falloff and such. But I cannot for the life of me figure out how to only get the portion of the geometry collection that was hit by the sphere to chunk off... Like you did. Any settings I should double check?
Have not checked if things have changed in the latest versions of Unreal Engine for this usage. But if you use the same version and setup your situation identical to the tutorial it should be fine. So try that. If that does not work, there is a chaos destruction project template in the content examples where they have setup several different examples. You should be able to see how different scenarios are set up.
I was having trouble with this too. I ended up turning off 'Damage Propagation Data' in the Geo Collection. I feel like it's how the force spreads through the model, I was able to localise the damage with this. If it's correct who knows!
Somthing I am struggling to figure out is how to make an actor that can set broken geometry collections to destroy them so it doesn't overload my game when a bunch of stuff gets broke I can't seem to find proper documentation of it anywhere
There is a level in the content examples project which shows off a bunch of different aspects that I have not shown yet. Among them they handle sleep, despawning and such that would be useful for you.
@@LeafBranchGames I will have to look at that when I get home for now I just set up an actor to Despawn itself after 5 seconds of being hit but I would rather figure out the proper way of setting it up
Hey LeafBranch, you said that you would show us how to prevent the entire structure from breaking. However, despite adding a new field, you could see the entire structure cracking despite only one side having strain applied. How would you go about making localised damage, so that kicking a door in doesn't blow up an entire house?
Not sure what you are referring to but there are many ways to achieve results like that. One approach is to have a door much less durable for damage threshold than the rest of the door frame and walls. Others is to not have those parts destructible at all. There are also more fields and features available that can be used to achieve such results. Hopefully I will be able to return and show more examples in this series at some point, but until then you have the content examples you can look into to see if an example matches the requirement you have for your destruction scene.
@@LeafBranchGames It turns out that where I was selecting multiple meshes and creating a GeometryCollection for each one at the same time, this was causing some sort of hitbox overlap. When one broke they all disintegrated.
@@Josh-fh5ox Glad to hear you figured it out.
Thanks, it's great, really helpful tutorial! Maybe you know answer at my question, the solution of which I have not yet found among the lessons on chaos destruction?
If i want when shooting at a destructible object destroy the levels of the object in reverse order - first, small pieces, of the last levels, for example, 3rd level, then with the next shots - larger pieces of the second level, and then first level. Because the standard solution and the way it is described in your lesson breaks off large pieces and only after shooting them a few times, they crumble, but i think more realistic for bullets shots - first break off smaller pieces from the first hits
Unsure, would have to experiment with that.
@@LeafBranchGames Thank you, please let me know if you find solution)
@@BreakBackReality Will do. If you manage to figure it out, feel free to inform me how you went about doing it.
This is amesome!!!!
Thank you. :)
Do you know how to do it with line trace? Or span the damage sphere at hit point?
You want to add a strain field at the hit of a line trace?
@@LeafBranchGames yeah, I want to destroy an object by spawning the sphere at hit point of a line trace. The problem that i have is that the sphere goes to the 0,0,0 location when i hit the static mesh with chaos addition.
@@flyingroads3498 I guess debugging the hit result is a good place to start.
@@LeafBranchGames I had a zombie dismemberment bugging my force spawn. It is fix now.
@@flyingroads3498 👍
can you make the tank driveable?
I will probably do a tutorial on that in the future.
Do you know how to disable the collision of the fallen pieces without affecting my Mannequin/grenades/things with physics? I tried a kill field but it kills my mannequin and C4 explosives and stuff.
I don't remember right at this moment unfortunately.
@@LeafBranchGames It's okay, disable setting on the sleep field *kinda* works but it takes a pretty decently long time
@@res0lve I will try to remember your question for future episodes of chaos destruction, in case I come in contact with this issue.
@@LeafBranchGames Sounds good. It's mainly for when my character walks over the debris, he kinda jumps around on top of it a lot while strafing its pretty annoying
Does this still work for 5.1 or whatever the hell we're on?
Its become so difficult to find viable Chaos vids(again)
Yes, Chaos is still working. Although changes do happen with each version so details may vary the futher of a diffference in version you use.
@@LeafBranchGames Cheers, as long as I don’t have to re-write all the fields too much.. lol
did it work?, when i did tried to replicate the effect, the fluids never appears or the Gas thing
@@ahmednna201177 I did actually do the video, just 3anted to know if it was still viable
Hi, is chaos destruction replicated?
I have heard it mentioned, but I have not personally been playing around with it to find out. So I can not say for certain what the result is like.
This is the first video when was mention the difference between external and internal strain. But I'm still confused by that. You told that internal is able to accumulate damage over time. But you actually adding there this Return Result Termin. Why it is not possible ut the same with external strain? This is the accumulation thing right? I don't understand why you substractin the remembered field with new one. I would understand that you want to add internal force for every click no make it smaller. I still miss something here.
#3 when? :D
Hopefully soon. :)