RO2 Wind Actor Tweaks

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nymets1104

Active member
Dec 18, 2012
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USA
I added a foliage layer to one of my terrain layers which I attached a "sparse grass" static mesh to. Looks pretty good and hasn't seemed to affected FPS much if at all. I wanted to get a little sway in the grass similar to the Demyansk map so I added a WindActor. Toned down the breeze setting to .5 and it looked GREAT!

The problem I encountered though, was that it affected ALL Foliage on the map. This includes fallen trees which "wiggle" on the ground for no reason and some of the ivy meshes I have crawling up walls, the ivy now sways back and forth on the wall and looks completely unnatural. I looked for a setting in each foliage mesh to disable the sway and could not find anything. I tried replacing the Static Mesh Actor with an InterpActor and had same problem. So I had to disable the Wind Actor for the time being. Is anyone familiar with this asset? I have checked the UDK Tutorials and the Epic forums without a solution. Is the Wind Actor "All or Nothing" when it comes to affecting Foliage?

Also has anyone had performance issues related to the Wind Actor? If the Frames are going to take a hit, I will simply disable it and move on as it is not worth it.
 
Last edited:

Twrecks

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Dec 28, 2011
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Ventura, California
If I remember right, there's a seperate setting for the foliage actors called "sway".

Smoke and other emmiters use their own vectors and disregard wind direction/speed.

Wind is supposed to influence ballistics, but just pisses PPL off when rounds go off from targets because they can't see the wind, or realize it's there at all.

About the only thing Wind is good for is getting dynamic actors, like flags, to "furl in the wind". And yes, to get other static meshes, like trees, to rustle their leaves.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
If I remember right, there's a seperate setting for the foliage actors called "sway".

Smoke and other emmiters use their own vectors and disregard wind direction/speed.

Wind is supposed to influence ballistics, but just pisses PPL off when rounds go off from targets because they can't see the wind, or realize it's there at all.

About the only thing Wind is good for is getting dynamic actors, like flags, to "furl in the wind". And yes, to get other static meshes, like trees, to rustle their leaves.

So I copied the WindDirectionalSource from TE_Demyansk and it seems to be a lot more subtle than the one I had been using. Grass sways gently and the ivy doesnt swing off the walls. I am still concerned about the frames taking a hit and suspect that this may be the reason that people have complained about Demyansk not running at smooth as other stock maps. Going to cook it and see how it compares to previous versions. Worst case scenario, I will just scrap the wind and move on.