How do I use Wind Direction Source with Blueprints that have Physics?

Hello,

I have a blue print which is a hanging lamp. The lamp is connected to a beam using a cable and a physics contraint to allow the lamp to swing. The actual lamp has a mass defined as 5kg.


What I want to do is have these lamps blowing in the wind of the world and so, I added a Wind Direction Source from the classes (Wind | Unreal Engine Documentation) and dropped that into my scene. I also added a sphere with physics and a mass of 0.1kg to ensure the wind was working.

When I simulate my level, it seems that no matter what values I define in the wind direction source…it has no affect on these assets. Putting massive values is has a slight effect on the sphere but it’s not consistent.

Do I need to do something more to make the wind interact?

friendly bump ^^

I know this is late but “Wind Directional Source” components are only intended for use with Speed Tree assets.

In your case, I think simulating the physics is overkill, especially if it’s not a hero asset in your scene.

You’d probably want to opt for a cheaper option, such as animating the wind’s effect on your asset using blueprint. Better yet animating it using Displacement (Vertex Offset) inside your material, which will be significantly easier on performance.

If you’re determined to use physics, you can apply forces to the Lantern via blueprint too.