Causing Chaos: The Future of Physics and Destruction
summary
Chaos is Unreal’s new physics engine that fractures and simulates real-time destruction using editor-native GeometryCollection assets, supports true non‑convex collisions, and records simulations to cache for prebaked cinematic playback while allowing runtime reactivation. Artists control breakup with clustering, a Connection Graph, and Strain Fields plus Anchors and Disable/Sleep Fields to balance fidelity and perf. Engine uses ISPC vectorization and a decoupled threading model, and the demo fires a 120mm cannon on a standard high‑end PC.
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chapters (26)
- 0:00Intro
- 0:19Session Overview
- 3:34Chaos Demo
- 7:04Realtime/Prebaked
- 8:28Chaos is a System
- 9:17NETWORKING
- 9:49Planned Chaos...
- 10:48Geometry Collections
- 14:12Fracture in Unreal
- 15:27Sub-Fracturing and Levels
- 15:49Performant Simulation Through Clustering
- 16:58Clustering with Auto-Cluster
- 17:32Connection Graph
- 18:53Large Scale Simulation Caching
- 20:04The Tech Behind Chaos
- 20:21Non-Convex Collisions
- 22:00Anchor Fields
- 22:46Chaos Field System: Strain
- 24:15Chaos Field System: Sleep, Disable
- 24:47Sleep / Disable Field
- 27:17Niagara
- 28:06Interactive Caching
- 29:16Physics Thread
- 32:39Destructible LODS
- 34:42Making Chaos Faster
- 39:14When to Use ISPC?
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