Simulating wind flow / weather map style/ vector path

No worries.

If it’s cool with you, I think I’m gonna port the shader, and maybe make a particle or point cloud version, depending on what Niagara can do. I’ll post the project here when I’m done. The resulting material will probably be too expensive to run with a high resolution render target on mobile, but I know that my 3 year old phone can handle a 128x128 render target to drive a ~16k animated billboard point cloud in AR in Unity, so hopefully Unreal will provide similar performance.

A game concept I worked on awhile ago used a 2D interactive fluid sim to drive a height map that players would surf/glide over in VR, but it was a bit difficult to influence the height map in a strategic and predictable way. And the simulation couldn’t convincingly follow the player, limiting the game world size,. It also would have required too much bandwidth to be feasible for multiplayer. But something like this might be more manageable. I’d like to give it a shot. Lemme know if you’re OK with that.