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WindIntensity = 0.f; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f)) + float WindIntensity = 0.01f; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Rain", meta = (ClampMin = 0.01f, ClampMax = 2.f, UIMin = 0.01f, UIMax = 2.f)) + float WindSpeed = 0.01f; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Atmosphere") FLinearColor RaylightScattering; diff --git a/Source/ProjectEleri/Private/TimeOfDayManager.cpp b/Source/ProjectEleri/Private/TimeOfDayManager.cpp index 28e75cab..0afa33ef 100644 --- a/Source/ProjectEleri/Private/TimeOfDayManager.cpp +++ b/Source/ProjectEleri/Private/TimeOfDayManager.cpp @@ -216,6 +216,13 @@ void ATimeOfDayManager::UpdateLightning() QueuedWeatherPreset->WindIntensity, CurrentWindIntensity, CurrentWeaterFadeAlpha) : CurrentWindIntensity); + + float CurrentWindSpeed = CurrentWeatherPreset->WindSpeed; + UKismetMaterialLibrary::SetScalarParameterValue(GetWorld(), WindMaterialParameterCollection, + FName("Wind Speed"), + QueuedWeatherPreset? + FMath::Lerp(QueuedWeatherPreset->WindSpeed,CurrentWindSpeed, CurrentWeaterFadeAlpha) : + CurrentWindSpeed); } // Update sky dome intensity diff --git a/Source/ProjectEleriEditor/Private/OrthoMap/WorldMapBuilder.cpp b/Source/ProjectEleriEditor/Private/OrthoMap/WorldMapBuilder.cpp index 0ff79901..7cf5621a 100644 --- a/Source/ProjectEleriEditor/Private/OrthoMap/WorldMapBuilder.cpp +++ b/Source/ProjectEleriEditor/Private/OrthoMap/WorldMapBuilder.cpp @@ -94,10 +94,10 @@ bool UWorldMapBuilder::ReadSettings(UWorld* World, FText& OutReason) // The settings live on the actor in the map rather than on the builder, so there is exactly one place the // region, the resolution and the flips are configured, and the game reads the same numbers the bake did. - for (TActorIterator It(World); It; ++It) + const TActorIterator SettingsIt(World); + if (SettingsIt) { - SettingsActor = *It; - break; + SettingsActor = *SettingsIt; } if (!SettingsActor)