Amerio.Stephane Posted October 23, 2025 Posted October 23, 2025 Hi, This bug must have been there since soooo long, but I just understood it now! The RotorwashController loads all RotorWash effects when an helicopter is loaded (good) But it creates all the RotorWash at the {0,0,0} coordinates with their default init values And it happens that the default init value has input_intensity = 1 (the max) So all effects are created, for all helicopters, at the origin, blasting full power, at the world origin. The effect are only 'canceled' when the helicopters move (too bad if they don't), over a terrain where a specific rotor wash can be moved to, and change its intensity... Internally, we had these strange bug reports where we'd have some random rotorwash through the ground or in the ocean on some databases, not all, not always. Now I understand :') The quick fix is easy: set input_intensity to default 0 in the RotorWash component. But this is not the good fix IMO. I think the input_intensity should actually be forced to zero inside the init, so even if we accidentally change the default in the Editor, it would still work as expected. 1
bmyagkov Posted October 24, 2025 Posted October 24, 2025 Hello Stéphane, That's a great catch — thank you very much for spotting and investigating this! We’ve already created a corresponding ticket in our internal bug tracker and it will be addressed accordingly. Thanks once again!
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