Alright. I might have something which seems to work but it requires 4.16 and a very minor tinkering in the engine code.
In the new in-engine clothing tool introduced in 4.16 (which is still experimental by the way), there is a drop-down for Wind Method in the Cloth Config properties. By default it has only one option to be selected which is ‘Legacy’.
Open ClothingAsset.h and scroll to the EClothingWindMethod (Line: 263). You can create a new enum value called ‘None’. Compile the engine and open the skeletal mesh editor again. This time in the Wind Method drop-down, there’ll be an option to select ‘None’.
Explaination of why this works: Wind computation is being done in ClothingSimulationNV.cpp in its UpdateWind function (Line: 1253) using switch case. Any other enum value other than ‘Legacy’ or ‘Accurate’ is going to go to the default case, and no computation will be done.
This does the trick to some extent but I would still like to disable wind on cloth meshes on a per-instance basis in my level maybe through a boolean provided in the SkeletalMeshComponent.
TL;DR
-Get Unreal 4.16 github source of the engine
-Add the value ‘None’(or anything else would do) to the EClothingWindMethod enum in ClothingAsset.h
-Compile the engine
-Select the newly added enum value in the Cloth Config properties in the skeletal mesh editor
surprisingly, I looked into github but somehow, ClothingAsset.h does not seem to have EClothingWindMethod enum.
I will download and look into more closely. BTW, thanks for the good tip!
I see that seems to be strong possibility. I will look into that where it can be found ^^ not a problem at all and hope this enum values approach is simple enough to expand usability as hope!
it seems to be simple solution to achieve but unfortunately, could not find the enum on ClothingAsset,h as described. Any idea? has been moved to somewhere?
it works well to isolate the effects on character clothes against the apex asset on environment with wind directional source. Thanks for sharing good tip!