Really helpful video, thank you for making this! I was looking for something like this. One thing i noticed however is that the "add static mesh component" uses a relative transform. Therefore using the bounding box's world location doesn't make sense to use as "random point in bounding box", as this will lead to the clouds spawning further and further from the bounding box the further the box is from the world origin. I instead left it blank (zero) as the relative origin will always be zero, and this did the trick.
Wow, thanks. This is pretty much exactly what I was looking for. Every other breakdown I found was for either volumetrics or basic texture card based clouds.
I'm sure you could add a timeline node that translates all of the mesh actors in a direction over a long period of time, but that may get a lot more expensive than static clouds.
Really helpful video, thank you for making this! I was looking for something like this. One thing i noticed however is that the "add static mesh component" uses a relative transform. Therefore using the bounding box's world location doesn't make sense to use as "random point in bounding box", as this will lead to the clouds spawning further and further from the bounding box the further the box is from the world origin. I instead left it blank (zero) as the relative origin will always be zero, and this did the trick.
Wow, thanks. This is pretty much exactly what I was looking for. Every other breakdown I found was for either volumetrics or basic texture card based clouds.
Glad it was helpful!!!
I have no idea how you're breaking the material to make the clouds look so pretty lol are there settings that aren't shown? thanks
wondering about this. ue5.4 didn't patch it i hope
17:03
Is there a way to make the clouds slowly move through the sky
I'm sure you could add a timeline node that translates all of the mesh actors in a direction over a long period of time, but that may get a lot more expensive than static clouds.