Add Instance resets wind movement on all old instances
I have a HISMC (Hierarchical Instanced Static Mesh Component) and there are some speedtree trees inside. I have a WindDirectionalSource in the level so the trees leaves are moving with the wind.
But every time I add a new tree to the HISMC, the wind movement get's reset to 0 on all instances which are already inside of the HISMC. This is how it looks with one new tree per second:
(The gif is ~5 seconds long, so the reset each second is not because if the gif loop)
Hey John Alcatraz,
I saw on the forums you managed to find where the error is occurring and wanted to add a bit of my own findings in case it helps. It is my understanding that what you are trying to do is constantly check whether or not a tree has been 'cut' down as well as if a tree can 'grow' in a given area. Based upon those returns you will spawn any given number of trees that are available to grow in that area.
I noticed the 'Set Timer' is what is causing your mesh to reset based on the 'Time' input you enter. As soon as I removed this node and/or added a 'Clear Timer' node the issue went away. Perhaps creating a different system of checks and balances instead of calling the 'Update Instance Transform' of your 'Grow Tree' function every second. It dawned on me that a good way to show the growing process would be through a 'Timeline'. You did mention this was a bit buggy as a variable, so I am going to continue to play around with the project you sent to see if I can get it to update without resetting.
answered Apr 30 '15 at 07:44 PM
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