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Only four vector fields working in blueprint.

Hi there,

Got a problem with multiple vector fields inside blueprint, only 4 instances working. After I add +1 vector field some of already created stops working, and after blueprint recompile not working field may change. So it looks like random 4 instances is working and rest just not counting.

I've already reproduced this problem in clear project. I'm using simple vector field where all vectors faced one direction. alt text and placed in level this blueprint acts really weird alt text

The reason why I need so many vector fields is simple - Blueprint controlled flow of GPU particles (huge amount) that also will collide with world using Mesh distance fields. CPU particles with their Acceleration module is not a solution because its hard to create complex movement for particles and control it in-game.

I've already spent a week on this problem, project is not moving on. It will be nice to hear some ideas. Thanks.

Product Version: UE 4.10
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asked Feb 13 '16 at 08:26 PM in Blueprint Scripting

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kiyaha_jr
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avatar image Shadowriver Feb 13 '16 at 11:55 PM

Maybe thats the limit, check the logs if something is poping out (Window->Development Tools->Output Log, keep it opened it very very useful window that keeps you informed)

avatar image kiyaha_jr Feb 14 '16 at 07:23 PM

Thanks for advice, Log seems to be a good debug tool. But all I got after recompile is :

BlueprintLog: New page: Compile vectorfields

BlueprintEditorCompileResults: Info [0395.09] Compile of vectorfields successful! [in 64 ms]

Rest of log looks pretty normal.

Hope someone from Staff can confirm that its engine limit (haven't seen such info in docs) or just a bug.

avatar image Earl Reaves Dec 01 '16 at 03:04 AM

I'd also be interested in hearing about this.

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1 answer: sort voted first

Just copying the answer from a similar question.

Only 4 most relevant vector fields will affect your particles. This is a limitation of how it is hardcoded, probably considering performance/usability factors.

If you are fine with recompiling the engine yourself, you can edit MAX_VECTOR_FIELDS in both particle simulation shader and C++ code, and uncomment several lines to expand support for more fields at once, but generally, it is not very practical.

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answered Jul 11 '17 at 07:13 AM

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Deathrey
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