I have a few very large flags in my scene and the flags themselves are set up as APEX cloth. I’m trying to get all of them to move due to wind in game. For some reason some of them don’t want to move at all and others move just fine. They are all the same mesh just placed at different points. I think my issue here comes from a lack of understanding of the wind directional source component so I have some questions:
1 - what’s the radius of impact of the wind component?
2 - Does the wind recognize peeks and valleys like real wind?
3 - Is there any documentation on this stuff?
Any other info or tips on this would be greatly appreciated.
The wind actor is constant across the entirety of the level. You can have multiple wind sources, but again, their effects are constant across the level.
Wind does not affect anything, except for APEX Clothing and foliage (has to be set up through the material). It will not recognize any other geometry and bend around it, unfortunately.
There isn’t a lot of documentation with it at the moment.
For the issues you’re seeing:
I’ve tried replicating the issue with my cloth asset I made and I’ve not been able to get meshes not to react when spaced out. I’m using the same mesh duplicated a number of times. I’ve got ~10 of them spread around my level.
I’m attaching my simple cloth asset here if you want to test in your level. Maybe it’s the way the cloth was setup or not. Just to narrow it down.
Hello Tim, thank you for your answer.
Can meshes that are not grass or clothing, such as a cubes, be affected by a WindDirectionalSource actor against their mass ‘Physics > Simulate Physics’?
Thank you.
It’s on the Unreal Engine Wishlist/Backlog of things we’d like to add, but right now the directional wind does not affect physics. It would need to be faked to get something you would want right now.
Might be a bit tedious but you could simulate it by adding force to the object you want to move in the direction of the wind.
I would create a custom actor component that applies force to the current actor, create an interface and put it on anything I want affected, and then when a gust of wind comes that should move them get all actors with the interface and call the method on the interface to move them. The implementation of that method would use the custom component. The call to this method would come from whatever you are using to control the gusts of wind.
I realize I’m making a lot of assumptions about how you would want to use it so I hope this helps. If you explain in more detail what you are trying to do we might be able to come up with a solution that would work if you’re looking for something to implement now.