
Описание
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.






