Originally posted by Vexar
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I have it working in 4.12.5 for both people looking for it and it compiles and deploys, cooks etc. After going through 40 pages of on this thread and searching I found that they say to place the plug in the project directory not the engine directory, I tried both but ended up having be in the project directory was the only way to get it compile and cook even though it did work in engine directory up to that point just fine. My process for getting this to work was to start one step at time, like all black box code from outside sources.
First test is to make it works at all.
Find and open up the example project from the ocean directory with out anything being touched. If this works you know that your hardware is fine and you have all the content you need, if this isn't working then adding it a project isn't going to help you something is missing most likely hardware related.
Step two, test it on an example project from Epic, follow the directions they provide copy what you need, and make sure you can do that. This way if you are not breaking your working project and you can keep it clean.
What I did at this point was try an learn how it worked from a content level, how to place a new object or the boat with out using the examples, looked at all the shaders, studied the time of day, and then decided I didnt want it. learned how to remove it with out breaking anything else which was easy just wanted to make sure they were not tied together in some complex way that force me to use the ToD feature.
Once you pass this step, remove it from the engine side, copy just what you need over to your project you will find that it does contain out of date content that seems to have no purpose as they are little sloppy to clean it up. Just avoid using options where the shader is blank like anything with the label "old" etc. You will also find it has things related to the boat mp game, and UI, for me I just wanted the ocean so spending the time figure out how to avoid taking it all was worth it for me.
One thing to note is if you turn on the shader profiler once you get it running, it is very expensive on the rendering side, it will be the most expensive item in your scene even if you lower it down the lowest (fewest features) settings.
For a free plug in though its very pretty.
First test is to make it works at all.
Find and open up the example project from the ocean directory with out anything being touched. If this works you know that your hardware is fine and you have all the content you need, if this isn't working then adding it a project isn't going to help you something is missing most likely hardware related.
Step two, test it on an example project from Epic, follow the directions they provide copy what you need, and make sure you can do that. This way if you are not breaking your working project and you can keep it clean.
What I did at this point was try an learn how it worked from a content level, how to place a new object or the boat with out using the examples, looked at all the shaders, studied the time of day, and then decided I didnt want it. learned how to remove it with out breaking anything else which was easy just wanted to make sure they were not tied together in some complex way that force me to use the ToD feature.
Once you pass this step, remove it from the engine side, copy just what you need over to your project you will find that it does contain out of date content that seems to have no purpose as they are little sloppy to clean it up. Just avoid using options where the shader is blank like anything with the label "old" etc. You will also find it has things related to the boat mp game, and UI, for me I just wanted the ocean so spending the time figure out how to avoid taking it all was worth it for me.
One thing to note is if you turn on the shader profiler once you get it running, it is very expensive on the rendering side, it will be the most expensive item in your scene even if you lower it down the lowest (fewest features) settings.
For a free plug in though its very pretty.
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