The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.
// Setup wind data Body->bWindEnabled = true; Scene->GetWindParameters_GameThread(SkelComp->GetComponentTransform().TransformPosition(Body->Pose.Position), Body->WindData.WindDirection, Body->WindData.WindSpeed, WindMinGust, WindMaxGust); Body->WindData.WindDirection = SkelComp->GetComponentTransform().Inverse().TransformVector(Body->WindData.WindDirection); Body->WindData.WindAdaption = FMath::FRandRange(0.0f, 2.0f); Body->WindData.BodyWindScale = WindScale;
For example, in the case of WorldSpace, the above WindDirection conversion process is unnecessary.
expect : AnimDynamics reflect Wind direction
result : AnimDynamics does not accurately reflect the wind direction.For example, changing the orientation of the actor makes it easier to understand.
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-79683 in the post.
2 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.22.3 |
Created | Sep 3, 2019 |
---|---|
Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |