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More precise Wind Data in Unreal

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  • More precise Wind Data in Unreal

    Hello!
    I'm using st9 and UE5, and was wondering if there is a way to get more correct branch position from the games wind and export?

    Currently when exporting to Unreal it uses the "UnpackInteger3" in the material, which have been very off (sometimes up to 100+ units). I'm wondering if the unpacking function is incorrect?

    If the packing is using the pack_integer function that can be found in the vertex packing lua scripts, does anyone know the correct way to unpack it? Or will it always be that off because of the packing?

    Alternatively, is there a way to hack the export so I can do my own packing of the wind data, without having to use the sdk?

    Thanks!

  • #2
    Hello,

    The packing is accurate for its intended use, which is to provide separation between branch motion depending on the independence value. If you're looking to use those positions for something else, then they might not be accurate enough. Also note that the raw values are percentages of the bounding box, not actual positions.

    I'm not sure if you're just asking about the positions or reporting an error in wind motion. If you're seeing errors, we do know of a bug in UE5 regarding those positions. See the image below. In the SpeedTreeBranchMotion function, there is a missing connection in the UE5 material. Oddly enough, this bug is not in the same function in UE4. We're working to get this fixed, but in the meantime you could add it back in yourself. It manifests as motion being worse (more up and down) the further you are from the origin.


    Click image for larger version

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