Cascade: Use SkelVert/SurfLocation with specific bones
I am trying to make a wall emit GPU particles in sections. I've been Trying to keep things as streamlined as possible which might be the source of my issue. Basically, if I use the SkelVert/SurfLocation module in Cascade it works great until I remove some joints from the "Valid Associated Bones" list. As soon as I remove any joints that are influencing a given mesh that has other joint influences a percentage of the particles are emitted from the base emitter location.
A little more info: I made a single mesh in Maya and skinned it with joints and painted the weights so that each vert is only weighted to a single joint. The sections are key for the effect I am going for. I planned to enable each section at specific times. If I use all the joints it works, but as soon as I remove 1 or more of the joints affecting a given surface then some particles start emitting from the emitter world position.
It seems to work if the mesh is separated and each is just affected by a single joint. And this will work I guess. Just a bummer that I can't get it to work any other way. Anyone have any thoughts?
I am using version 4.5.1.
asked Nov 06 '14 at 07:41 PM in Bug Reports
Hey animatedfox -
Thank You for that setup that cleared up the reproduction for me. I believe that this is associated with an earlier reported bug, but I updated and also reported and included your information into it. I will keep you informed as we move forward toward a solution, for reference it is UE-5189.
answered Nov 07 '14 at 08:56 PM
Lovecraft_K ♦♦ STAFF
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