Thank you, but to be very clear for newbies like myself, the way to get there is a little longer . If there is a shorter way PLEASE, somebody post it. Until then this is how I got to it: select one tree with the problem, then with CTRL+B get to the mesh location, double click on it, in the right panel is Details, just double click on one of the ball materials, another windows opens, then go down until you see General and under it Parent. Double click on the ball material, another window opens and the same , find General and under it Parent. Doble click on that ball material (MA_Foliage) and a blueprint will open. Find the node with name MF_SimpleWind and double click on it. Another blueprint opens. Find a box with the name Main Rotator and there you will see a node ObjectPivotPoint. Double click on it and another blueprint opens. Here is where you must make the modification as in the picture above. Select TransformPoistion and click on the little down arrow to show all options and in Source menu select Instance & Particle Space. Hit Apply in upper left corner and go back to your Foliage editor.
There was a shorter way posted earlier in the forum
Great. Thanks
I’m a total n00b with UE but I think this isn’t necessary anymore. Megascan Trees have both <Forest/Saplings/Field>_xy
actors (under SimpleWind
) and <Forest/Saplings/Field>_xy_PP
ones (under PivotPainter
). I was having this (forum link or reddit link) same problem until I replaced all the SM Foliage used by the Procedural Foliage Spawner with their _PP
counterparts. Now the spawned trees behave normally again.
2 entierly different rendering methods with 2 vastly different performance costs.
Careful what you do / bench.
Thanks for the advice, could you explain super briefly what are the differences and what’s “best” in terms of performance?
Simple wind is just a sine function that moves verticis. There’s no rhyme or reason to it or to what it moves and how other than the math.
Pivot painter moves verticis you tell it to move how you tell them to move.
It lets you pack an animation into a texture, that texture is then re-interpreted by the shader to replicate the exact motion you animated.
There is no “best”.
Different applications, slightly different costs. Probably neglegibly so.
You can use Pivot painter to do a melting candle animation.
GOOD LUCK to anyone trying to use a mathematical function to get a shader that melts candles?
Understood, thank you for the explanation!
Thanks from 2024! This fixed my gyrating dancing trees problem instantaneously!
This saved me, thank you!
ejem, you re god. never better explained