Got a problem with multiple vector fields inside blueprint, only 4 instances working. After I add +1 vector field some of already created stops working, and after blueprint recompile not working field may change. So it looks like random 4 instances is working and rest just not counting.
I’ve already reproduced this problem in clear project. I’m using simple vector field where all vectors faced one direction.
The reason why I need so many vector fields is simple - Blueprint controlled flow of GPU particles (huge amount) that also will collide with world using Mesh distance fields. CPU particles with their Acceleration module is not a solution because its hard to create complex movement for particles and control it in-game.
I’ve already spent a week on this problem, project is not moving on. It will be nice to hear some ideas. Thanks.
Maybe thats the limit, check the logs if something is poping out (Window->Development Tools->Output Log, keep it opened it very very useful window that keeps you informed)
Only 4 most relevant vector fields will affect your particles. This is a limitation of how it is hardcoded, probably considering performance/usability factors.
If you are fine with recompiling the engine yourself, you can edit
MAX_VECTOR_FIELDS in both particle simulation shader and C++ code, and uncomment several lines to expand support for more fields at once, but generally, it is not very practical.