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Multimedia 1 dla listy Physical Wind System

Opis

A physics based wind system with multiple calculation and usage methods.

Designed specifically for racing games and/or high velocity characters and pawns. "Headwinds" and "Tailwinds" do not contribute to velocities. In Directional Force mode, it preserves forward speed and computes a sideways wind force.

Full explanation in documentation PDF.

Add Wind Force Component / Wind Zones → Configure → Enable Physics

Physical Wind System is a compact physics-driven wind plugin. At runtime it looks at an actor's root component, verifies that the root is a physics-simulating primitive, then applies force and/or torque based on the selected wind method. The package is built around one component and one optional zone actor. That makes the workflow simple: add UWindForceComponent to a physics actor for global wind, and place AWindZone volumes wherever a local wind pocket, tunnel, lane, or gust strip is needed.

PLEASE PURCHASE THE PROFESSIONAL VERSION OF THE PLUGIN AS THE PRICE IS THE SAME AS THE PERSONAL VERSION

Calculation

Use a single calculation method, use two, or all three methods combined.

  • Directional Force

  • Torque Based

  • Simple Push

Usage

Use a single wind method, or use both methods together.
(1) Wind Force [Component] [Required]
(2) Wind Zone [Scene Actor] [Optional]

Features

  • Works with; Static Mesh, Skeletal Mesh, Single Actor, Blueprint, Niagara (wind values can drive user parameters)

  • World Wind Direction X,Y,Z ±1 (typically values of -1, 1, or 0 on X, Y, or Z are sufficient, but users can go up to ±150)

  • Documentation PDF describes dozens of ideas that can make use of PWS
    [i.e. updrafts, cross drafts, wind gusts, constant wind, wind increases and decreases, severe wind shifts, invisible barriers, force field effect]

  • Wind Strength & Multipliers

  • Wind Oscillation & Directional Variance

  • Wind Zone: Affect All / Specify Actors, Influence Multiplier

  • Curve based Wind Strength Over Time

  • Use the Wind Force Component and Wind Zone at the same time

  • Wind works underwater with the native water plugin

  • All wind values are editable in real time

  • Built entirely in C++


Note: Most issues arise from incorrect collisions setup, mass values, object shape, or wind strength values.

Basic Example: https://youtu.be/vfOA0T728HQ


Water Example: https://youtu.be/rPvTZOQvgIo

You must enable the native Unreal Engine Water Plugin! This is an example of integration. The water plugin is included with Unreal Engine.


Helicopter Example: https://youtu.be/CVB0LANvKPQ
Helicopter not included with Physical Wind System plugin! This is an example of integration. Helicopter asset can be found here.


Race Boat Example: https://youtu.be/DnD26gBmJYg
Race Boat not included with Physical Wind System plugin! This is an example of integration. Race Boat from the upcoming game Tunnel Boat Terror.

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