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Actor turbulence (dynamic vector fields)

After dozens of google-searches, I am giving up and can only conclude that there is a functionality of Apex Turbulence missing from UE4.

That is the one where particles swirl around, reacting to the changes in pressure as objects (e.g. pawns) move through space.

Am I wrong? Is there a way to get this in UE4?

If not, I might consider trying to program dynamic vector fields and have a global one follow the player around. The only problem is that I don't know how I would go about creating- "by hand"- the file format that UE4 accepts as vector fields.

EDIT: Stumbled upon this great post which should be all the information I need to author my own vector fields, now to figure out how to do it on the fly and move it with my player...

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asked Apr 11 '15 at 10:17 PM in Everything Else

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PersnicketyGareth
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avatar image [Epic]homeRye STAFF Apr 14 '15 at 12:59 AM

Keep us updated if you come up with animated fields. Right now, in Cascade we support static vector fields. You can attach static local vector fields to a character, and have static global vector fields influence your GPU particles as well.

Try mixing Local and Global vectors in a test map and attach FX to skelmesh with sockets and animate the mesh moving around a level using Matinee to see results quickly.

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