More FLOW Questions!
Hello and thank you all for your help getting FLOW working in my UE4 projects!
If there is some other place where Flow is being discussed, please let me know. I can’t find much information on it, guess that’s what we get for being on the bleeding edge.
Questions:
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I’m working on a smaller project and want to include flow. The map is a rectangular arena that is around 4 standard/default flow grids long, and one default flow grid wide. Would it be better to have 4 unmovable flow grids placed on my level, or one massive one with increased cell size? I’m looking for optimization over anything as I was some flame throwers and ignitable gas clouds - the more I can have at once the better.
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Most of what I’ve got out of flow so far has been beautiful fires and mushrooming plumes of smoke and flame - which looks amazing. I’m trying to make more of a flamethrower that stretches out far horizontally, but increasing velocity enough to get close to the effect I’m looking for causes the flame to be too violently chaotic and drops my FPS by around 30. I’m hoping there’s a way to get the flames to stretch out horizontally while still looking somewhat smooth and to eat less FPS… has anyone achieved ?
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And finally, the ground in my arena is generated by voxelfarm using a modified procedural mesh component. Distance fields seem to be unable to generate for it since its procedural and generates/deforms during runtime. I’ve changed its collision preset to block the flow channel, but the gas goes right through it - are distance fields 100% required for flow interaction, or am I missing something ?
Thanks in advance everyone, I greatly appreciate it!!