Sergio Gardeazabal
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sergiogardeazabal.com
Sergio Gardeazabal
@sergiogardeazabal.com
(He/Him) Tools and Engine Programmer - Prev : Nimble Giant Entertainment, Compulsion Games (Xbox Studios)
Current : Epic Games - Opinions are my own.

https://www.linkedin.com/in/sergiogardeazabal
Doing the final UX/UI polish pass before we go out from Beta to Production ready will be fun… and post like this are not causing me any kind of dread 😅
March 2, 2025 at 7:55 PM
In UE, I am happy that UE's tab manager system abstracts mostly all of that from me while I work on the Chaos Visual Debugger, but what the indivitual widgets do during resizing is still (partially) on me. Simple ones just work, complex ones... lets just say I feel your pain.
March 2, 2025 at 7:55 PM
I see, yes this is one of the reasons why one of points I highlighted for future versions is that we want/need to offer more ways to filter out and find data.
January 19, 2025 at 7:29 AM
For context, there a few levels of priorities to keep an object hidden. First are the flags set in the show menu. That is supper seeded by if the entire solver is hidden or not, and lastly if a particular particle was hidden in the outlier or not (that should take priority).
January 19, 2025 at 7:23 AM
If you hide them in the scene outliner they should stay hidden unless they are unloaded and loaded (for example you scrubbed backwards to a point where that particular particle didn't exist, and the scrubbed forward again).

Therefore, there might be a bug. Are you using UE 5.5 or UE 5.4?
January 19, 2025 at 7:22 AM
(It has to be done one by one so it is not great at the moment).

Also, If the collision shapes for these bodies are query only, there is also a flag in the show menu —>Geometry Flags, to hide all query only shapes.
January 17, 2025 at 6:05 PM
As I mentioned at the end of the presentation, more filtering option are planned for later releases.

That said, what you can do is hide the ones that are obstructing your view using the scene outliner. You can search them by name and hide them with the visibility icon.
January 17, 2025 at 6:03 PM
Hi, Thank you! I am glad the presentation was useful.

Regarding the issue, at the moment CVD records data from chaos directly and therefore it has no knowledge of what actor/component type the physics body (particle) was created from, therefore we can’t filter them out by these types yet.
January 17, 2025 at 6:02 PM
In addition, I share information about how Chaos works under the hood (mainly the Chaos update loop and how CVD represents debug data based on it).

You can watch it here

2/2

www.youtube.com/watch?v=_DKK...
Debugging Chaos Physics in Unreal Engine | Unreal Fest 2024
YouTube video by Unreal Engine
www.youtube.com
December 28, 2024 at 6:24 PM
Hi, Thank you for watching it.
November 11, 2024 at 6:30 AM