# Only four vector fields working in blueprint

**URL:** <https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372>\
**Category:** Blueprint\
**Tags:** vector-fields, unreal-engine, editor, UE4, question, Blueprint\
**Created:** [February 13, 2016, 8:26pm UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372 "2016-02-13T20:26:37Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![kiyaha\_jr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kiyaha\_jr](https://forums.unrealengine.com/u/kiyaha_jr)\
**Post date:** [February 13, 2016, 8:26pm UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372/1 "2016-02-13T20:26:37Z")

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Hi there,

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.

 ![78495-setup.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/f/c3ff881a3ff89488215a913a7e706a8129f7facd.jpeg)

and placed in level this blueprint acts really weird

 ![78496-world+instances.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/2/4/b24b01a605c90307170acfdec1c0166907ebcd32.jpeg)

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.

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [February 13, 2016, 11:55pm UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372/2 "2016-02-13T23:55:13Z")

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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)

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**Author:** ![kiyaha\_jr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kiyaha\_jr](https://forums.unrealengine.com/u/kiyaha_jr)\
**Post date:** [February 14, 2016, 7:23pm UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372/3 "2016-02-14T19:23:36Z")

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Thanks for advice, Log seems to be a good debug tool. But all I got after recompile is :

`BlueprintLog: New page: Compile vectorfields`

`BlueprintEditorCompileResults: Info [0395.09] Compile of vectorfields successful! [in 64 ms]`

Rest of log looks pretty normal.

Hope someone from Staff can confirm that its engine limit (haven’t seen such info in docs) or just a bug.

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**Author:** ![anon39543903](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon39543903](https://forums.unrealengine.com/u/anon39543903)\
**Post date:** [December 1, 2016, 3:04am UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372/4 "2016-12-01T03:04:17Z")

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I’d also be interested in hearing about this.

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**Author:** ![Deathrey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Deathrey](https://forums.unrealengine.com/u/Deathrey)\
**Post date:** [July 11, 2017, 7:13am UTC](https://forums.unrealengine.com/t/only-four-vector-fields-working-in-blueprint/347372/5 "2017-07-11T07:13:01Z")

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Just copying the answer from a similar question.

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.
