The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.
// Setup wind data Body->bWindEnabled = true; Scene->GetWindParameters_GameThread(SkelComp->GetComponentTransform().TransformPosition(Body->Pose.Position), Body->WindData.WindDirection, Body->WindData.WindSpeed, WindMinGust, WindMaxGust); Body->WindData.WindDirection = SkelComp->GetComponentTransform().Inverse().TransformVector(Body->WindData.WindDirection); Body->WindData.WindAdaption = FMath::FRandRange(0.0f, 2.0f); Body->WindData.BodyWindScale = WindScale;
For example, in the case of WorldSpace, the above WindDirection conversion process is unnecessary.
expect : AnimDynamics reflect Wind direction
result : AnimDynamics does not accurately reflect the wind direction.For example, changing the orientation of the actor makes it easier to understand.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-79683 in the post.
2 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.22.3 |
Created | Sep 3, 2019 |
---|---|
Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |