Causing Chaos: Physics and Destruction in UE4
summary
Unreal Engine 4 ships a new Chaos system for real-time destruction that authors fracturing, clustering and connectivity inside the Editor via GeometryCollection assets and Fields that control strain, mass, sleep and anchors. Demos use runtime or cached playback (interactive caches) so 300–400k pieces can be played back and a few hundred activated on impact. Collision and break events feed AI, NavMesh and audio; Intel tuning adds ISPC vector code for roughly 3x solver speed; early access arrives in 4.23.
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chapters (28)
- 0:00Intro
- 3:08Chaos Demo
- 6:13Realtime/Prebaked
- 8:48Chaos is a System
- 9:31Examples
- 11:13Navigation
- 12:34Al Reactions
- 13:51Detecting Damage
- 14:44Detecting Debris
- 15:19Cover Invalidation
- 16:10NETWORKING
- 18:05Geometry Collections
- 19:17Fracture in Unreal
- 19:32Sub-Fracturing and Levels
- 19:55Performant Simulation Through Clustering
- 20:35Clustering with Auto-Cluster
- 21:22Connection Graph
- 23:03Anchor Fields
- 23:24Chaos Field System: Strain
- 24:03Chaos Field System: Sleep, Disable
- 24:50Large Scale Simulation Caching
- 26:17The Tech Behind Chaos
- 28:34Niagara
- 30:14Interactive Caching
- 31:34Physics Thread
- 34:50Destructible LODS
- 36:21Dynamic Strain Evaluation
- 39:11Making Chaos Faster
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