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Does Wind Directional Source affect physics actors?

I have a rigged prop of a hanging lantern. Lantern has a constraint applied, which is a ball and socket constraint so it can rotate freely. This was done inside the PhysicsAsset window. Is it possible to have the wind then influence this physics object? So that the strength and speed of the wind will make the lantern swing / animate more (or less) aggressively?

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asked Jun 16 '14 at 08:16 PM in Using UE4

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avatar image Lovecraft_K ♦♦ STAFF Jun 17 '14 at 09:12 PM

Hi kbelkus -

Your Physics Asset should react to a Wind Directional Source as long as you increase the speed and strength to overcome the mass of the object that you are trying to move.

Thank You

Eric Ketchum

avatar image kbelkus Jun 17 '14 at 09:38 PM

Hi Eric,

Thanks for the Reply. If the physics object is allowed to move around the scene freely, ie a sphere, the wind affects it. However, the wind speed and strength values are in the tens of thousands of units. I can't seem to adjust the mass directly of the object. Adjusting the mass scale doesn't seem to affect the objects behaviour either.

However, in my case I have a skinned object. A lantern, and a hook. The hook and lantern have a ball and socket constraint. The lantern should then be able to swing freely. If I 'poke' the lantern in the Physics editor, the results are as you would expect. The lantern wings around freely. When placed in the editor, however, with a Wind Directional Source (with very very high values) the hanging component, the lantern, does not animate at all and appears to be completely unaffected by the wind.

This is in the latest version of Unreal. If it's any help at all. I've included the Uasset in a zip file in this location.


Thanks for your time!

avatar image HitEmUp Feb 13 '18 at 11:37 PM

2018, still no news on wind effects physical assets?

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Hi kbelkus -

Scratch that first statement. Physics Actors will NOT respond to a Wind Directional Source though that is something we may look at adding in a later update to the engine. You should be able to simulate the effect of wind through a blueprint with your lantern and a Physics Thruster or Radial Force Actor which can be set to push and stop pushing at given intervals to simulate the wind.

Sorry about the confusion and if you need me to explain more let me know -

Eric Ketchum

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answered Jul 08 '14 at 09:12 PM

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Lovecraft_K ♦♦ STAFF
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avatar image JAMARO Dec 24 '15 at 07:15 AM

Hello Eric, is this wind system related to the 'Unified 'wind' system' card on the roadmap? https://trello.com/c/XivZdUV9/671-unified-wind-system

I'm looking at a way to affect physics meshes that are not grass or cloth, those two being properly affected by WindDirectionalSource today it seems.

Thank you.

avatar image Tim Hobson ♦♦ STAFF Dec 29 '15 at 05:35 PM


Yes, this card details how the unified system would affect physics as well. Right now, it's on the wishlist so hopefully one day!

For the time being you'll want to setup up some Blueprints that can add a force based on the direction of the wind. You can get reference a lot of settings from the wind directional source like the strength, speed. and gust amount to adjust the amount of force you're adding to the rigid bodies.

avatar image chanling Sep 23 '17 at 11:30 AM

Hi Tim or Eric Could you explain a little bit more about how to use force based on the direction of the wind or Physics Thruster in BP? I stuck on hanging an object without moving by wind. Thanks in advance.

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