Hi everyone, hope you are all having a great day !
I am trying to make a simple rectangular cloth flowing in the wind for my environment. I modelled it in blender and did the cloth sim steps in ue4, added the wind and everything seems to work, except for the fact that my cloth stops against an invisible wall (see video (video has windy sounds, don’t be surprised !).
I can’t wrap my head around what causes this, maybe some bounding values for the simulation ? but I can’t find where they would be… I tried messing with the physics assets collision capsule size but nothing changed.
any idea ?
thanks a lot for the help everyone and have a great day !
Actually, it looks like the paint may be a solid color instead of an top to bottom gradient.
The paint value represents the DISTANCE each VERTEX CAN be pushed FROM their ORIGINAL location.
On Animated Skeletal meshes, the value usually never exceeds 5cm.
Non Animated skeletal meshes like the example have almost no point, as they do not provide world collision.
In fact, the only possible example that works is a flag.
For flags, you need a gradient still.
From the Pole off to the distant edge.
The distance for the paint has to be equal to the length of the flag.
With those parameters, then the position of the last bit of the flag is free to fall towards the ground by as much as the flag is long.
Re-purpose that for your example - just know that it will blow through walls and things.
For anyone visiting this. for myself in particular, setting the Paint Value to 1000, was how i was able to get the cloth simulation to work proper
default 100 is not nearly enough