I created a simple flag with a pole in MAX, exported it alond with its apex file (nvidia tool). When I import it and hit play, flag does drop a bit as it should. Then I added wind directional source but it does not affect the flag at all. As I see, that wind is made just for cloth so not sure why mine isn’t working. When I go to edit the flag and hit show wind in that window, flag behaves as it should.
I can’t see any way of “attaching” the wind to the flag.
The one on the right is your original flag cloth asset.
The one on the left is the same flag cloth asset that I re-did the max distance painting for. I increased the distance to 100. It can probably be a little lower than that and still be as accurate. The problem with 30 as a distance is that this is the amount of distance the cloth can move in any direction. the end portions of the flag tend to look like they’re hanging mid-air because of this. So as you can see in the redone one the cloth is much more accurate.
In this example I also turned down the wind to 0 so that it would fall completely.
This is a gif of the flags with the default wind actor settings: Dropbox - Error
Maybe it’s due to bones? I didn’t really gave my flag bones, but only a flag pole object that I added as a bone. But again, it all looks ok in simulator when you edit an object in Unreal, but then in the scene, nothing happens with the wind.
The image I have above is showing you’re original flag on the right and one where I imported it into 3Ds Max and adjusted the max distance when painting the weights.
When I test everything on my end I’m not seeing any issues with the asset you’ve provided aside from the painted max distance.
Placing the wind actor and changing it’s direction has worked for me as well. I’m not sure exactly what may be going on.
We now have 4.8 final release that is out. Have you tried in this version?
Also, do you have the Content Examples project from the Learn tab?
If so, we have the cloth test level. If you check the assets in this you can see that Wind Directional Actor will affect them as well. There is a wind directional actor placed in the corner at the first example (1.1). I placed your asset in this test level and everything worked right away for me as well.
Oh! Got it! I went into Content Example and saw how everything works there. Then I deleted that wind and added one myself and everything went dead! Then I figured it out. It was the angle! If it’s perfectly aligned, it doesn’t effect the flag at all.
Without the right settings wind will not affect your Apex, i use Maya for creating the Apex files and found out myself that the setup is very tight for getting this to work. In the skeletal mesh editor for example you have to add under Clothing the> ‘’.apb’’ file for your FBX, APEX, cloth skeletal mesh. But i understood you allready had this working. I hope you have it working well allready!
There is an Original UE4 demo with many examples of cloth and wind. Mayby those can help you further. It is called the ‘‘Content Example Directory’’ and can be downloaded from under learn in your UE4 launcher.
I’ve had the same issue as Crayox. I’m trying to fly a simple flag in my scene with APEX cloth. It blows around just fine, in the specified direction determined by rotating the WindDirectionSource, however, the Strength, Speed and Gust parameters seem to have ZERO effect. I’ve also tried adjusting these parameters in the “cloth” level of the Example Content demo, (even up to values of 9x10^24), and the cloth blows the same as it does at default 0.1.
Actually I’ve recently entered a bug for the speed and strength not having an effect when using positive values. When using negative values this will work fine, but obviously everything is opposite the direction that the arrow indicates for the direction. I reported this with UE-17471. It’s marked right now to be fixed for 4.9, but this could get pushed to a later version depending on other priorities.
To the original issue that Crayox had, I’ve not had any issue getting cloth to work in the scene with a WDS actor facing in any direction.