Step 7: Physics, PhysX to Chaos (physics)
UE5 replaced PhysX with Chaos. This step cleans up physics settings and moves PhysX vehicles to Chaos vehicles.
Done automatically
.inirules of thephysicsgroup: PhysX-era settings that nothing reads under Chaos are removed.- 4-wheel vehicles: vehicle and wheel Blueprints are re-parented to
WheeledVehiclePawnandChaosVehicleWheel, with their parameters mapped:- mass, drag, chassis size, input rates;
- torque curve and max torque, RPM, moment of inertia;
- gears, reverse, shift RPMs, differential, steering curve, wheel setups;
- wheel radius, width, mass, steer angle, brakes, suspension travel, axle/steering/engine flags.
- Function call, variable, cast and variable-type nodes that pointed at the PhysX vehicle classes are retargeted.
UEAPM ships load-only copies of the 4.27 PhysX vehicle types, so 4.27 vehicle assets load in 5.8 with all their data before being converted.
Reported for you
- Tuning parameters without a Chaos equivalent.
DestructibleMeshassets (use a Chaos Geometry Collection).TireConfigassets (use wheel friction settings and physical materials).- Simple (non-mechanical) wheeled vehicles.
Rule tables
The physics rules of config.json (10 rules) and physics.json (22 movement and 11 wheel parameters mapped;
20 movement and 7 wheel parameters reported as unmapped).
Examples
| Before (4.27) | After (5.8) |
|---|---|
bEnablePCM, PhysXTreeRebuildRate in [/Script/Engine.PhysicsSettings] | removed (no effect under Chaos) |
vehicle Blueprint based on WheeledVehicle | re-parented to WheeledVehiclePawn |
wheel Blueprint based on VehicleWheel | re-parented to ChaosVehicleWheel |
DestructibleMesh | reported: Fracture mode, New > Geometry Collection |
See the FAQ for what carries over for vehicles.