Flag Physics
Cloth Physics
Flag/misc - https://www.youtube.com/watch?v=kjOq8OB_3AQ
This
tutorial shows how to turn a plane into a cloth and allow a wind actor to
effect it. I have managed to replicate this process albeit with some changes
due to an issue I encountered when importing an FBX import from 3dsmax.
This
tutorial briefly shows Unreal 4s ability to distinguish separate elements of an
imported FBX file. Within a single mesh. In the tutorial the flag and pole both
have their own individual material slots respectively to put different textures
in. However, for reasons I can’t explain the FBX I exported from 3dsMax did not
distinguish between the flag and the pole when imported into UE. This not only
gives me a single material slot but also means I cannot select the what should
be 2 parts individually, meaning that the cloth modifier and cloth paint
process would affect both the flag and the pole. I attempted to resolve the
issue by attaching polys orders and grouping them in different orders and
configurations, however nothing worked. The best I could do was import the
model as a single FBX that when imported into UE would split into 2 different
meshes. Due to the simplicity of the model this was not a big issue but with
something more complicated it would mean I would have to stick the individual
parts of the model together by hand back where they should be, which would be
time consuming and potentially result in undesirable differences from the
original model.
This
issue only seems to effect skeletal meshes as there is an option to combine
meshes when creating a static mesh. As a static mesh cannot be converted into a
skeletal one this issue may raise its head in a more troublesome manner when
importing a complex model that requires a skeletal mesh, such as a character
model. A workaround of this issue would to be to unwrap every element of a model
under a single unwrap, but this will mean I would not be able to properly
adjust material properties individually. If my character wore armour and had a
cape all modifications of the texture then the properties of the armour and the
cape would be the same if I adjusted them within Unreal 4.
Otherwise this method is pretty simple to execute and highly
customisable. The plane must be of a high poly count as the engine uses them as
reference to move them individually to create the realistic cloth physics. As
is the case of all polygon counts being smart about how many are used in
different instances is key to creating a more optimised game. If the object is small,
it will need less as there is less surface area to move around and if the cloth
is in the background then players will likely not notice if the cloth movement
is not finely detailed. I also imagine this technique uses CPU and/or GPU
resources to simulate the physics, so this is something that will potentially
result in performance loss.

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