Hi, I'm trying to use a fluid sim vertex animation in Unreal 4. I'm able to get my sim imported and working nicely as a fluid sim, but I'm running into a couple of major blockers when I try to use it in game.
1) When I add my mesh to a Blueprint, it shows up at origin, and I can't move it at all! I can scale and rotate it, but nothing I can do will move the mesh away from the Blueprint's origin.
2) If I attach the mesh to anything moving, which I really want to do, the motion blur goes crazy. I think it must be blurring based on the motion of the actual polys or points, which are moving in a crazy way under the hood.
Are there workarounds for either of these problems? I don't think I'll be able to use this tech unless I can solve them.
Thank you!
Brian
Problems using Fluid Vertex Animation in Unreal 4
3913 4 1- bkohrman
- Member
- 40 posts
- Joined: 6月 2017
- Offline
- bkohrman
- Member
- 40 posts
- Joined: 6月 2017
- Offline
OK, here's another problem. I added the fluid sim mesh as a component to a Blueprint object that a character is holding. Unfortunately, when I do this, the blueprint object correctly slaves to the hand, but the fluid sim appears to be attached to his waste. Is there any way around this?
Also, if I drop the fluid sim mesh directly into the world, it plays correctly. I can move, rotate, and scale it correctly, too. It's just when it's inside another BP that it gets screwed up.
Also, if I drop the fluid sim mesh directly into the world, it plays correctly. I can move, rotate, and scale it correctly, too. It's just when it's inside another BP that it gets screwed up.
Edited by bkohrman - 2019年10月3日 13:10:34
- bkohrman
- Member
- 40 posts
- Joined: 6月 2017
- Offline
- mikelyndon-sesi
- Member
- 394 posts
- Joined: 5月 2017
- Offline
- bkohrman
- Member
- 40 posts
- Joined: 6月 2017
- Offline
-
- Quick Links