[Request] - Wind Functionality in Particle Systems

Is it possible to affect modules based on wind? If not, would a series of ‘Wind’ modules be an acceptable addition to cascade? What I’m looking for is the following:

Velocity/Wind Scale - This module would add or subtract velocity to the particles (in world space) based on the wind actor in the level. The velocity would be additional to whatever the current velocity of the particle is, rather than a multiplier.

RotationRate/Wind Scale - Simply put, the higher the wind, the more you can affect the rotation rate of the particle.

The system could also use the Drag module to slow down the particle as the wind drops or picks up speed, as some kind of psuedo ‘particle weight’

If this is already possible, please enlighten me :slight_smile: I think it’s possible to do rotation already with some clever material work, but not so much particle velocity.

Hello James,

I have made a request for the wind effects feature you described above. Thank you for your feedback!

  • Adam

and :)? What is the status?

Hi,

This is an archived post from the Unreal Engine 4 Beta that is no longer tracked. Please post your question as new one on AnswerHub.

Thank you!

Tim

This can be achieved using an InstanceParamter on the Acceleration Module, and an Blueprint. If you create an actor blueprint, and expose the InstanceParamter as a variable for your actors once Placed in the world, you can drive the behavior on all your placed actors from another “WindBlueprint” or within your level script.

I handled all of the blowing petal/leaf VFX for the Zen demo in this way. All off the touch inputs multiplied into a set of values which were also modified by the globalWind values I was animating via BP code.