I’m working on a project which is largely effected by wind direction and strength. As an example, wind would effect:
- Water wave direction, wave strength, wave crest foam amount, etc.
- Cloth (ship sails, flags)
- Physics actors (tumble weed, for example)
- Character (gale force winds should restrict movement against the wind)
I’m struggling to know which approach to take. I’ve built a fairly simple system whereby I can increase and decrease the wind speed (in Knots, and converting to Km/h where needed). I’m later planning to implement this into my ocean blueprint to affect wave intensity based on the Beaufort scale (which I’m already cycling up/down through based on wind speed at the moment).
The biggest issue is that there doesn’t seem to be an easy way to apply force to physics objects in the way wind truly works. The SpeedTree (WindDirectionSource) approach works for SpeedTree foliage. I can output direction and speed into Material Parameter Collections for use in my ocean material(s), but I’m finding it difficult to influence physics actors and the character based on this system as well.
A Radial Force component in my blueprint can apply a constant force to everything, but working with that is confusing, it requires massive values (100,000+) to even show an effect. What unit of measurement is that using? Is there a better way to approach this?
Another thing I’d absolutely love to look into is painting a vector flow map for wind for my world. Basically allowing me to have different wind directions based on the location in the world. I’m not sure how I might approach this. Would it be a case of spawning in thousands of force components in a grid and effecting each based on a texture?
I suppose most of what I’m asking here is help in the theory behind a system like this. Any help or guidance would be greatly appreciated.