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    So I have to update my UE4 version at this point, which means I've run into the following errors again:

    Error error C3861: 'P2UVector': identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 82
    Error error C3861: 'P2UVector': identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 103
    Error error C2228: left of '.Z' must have class/struct/union OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 108
    Error error C3861: 'P2UVector': identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 108
    Error error C2228: left of '.GetSafeNormal' must have class/struct/union OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 135
    Error error C3861: 'P2UVector': identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 135

    Looking into PhysXIncludes, I can't find any definitions for P2UVector, so instead I included "PhysXPublic.h" that did have one. Once I did that, I got the following two linker errors:
    Error error LNK2019: unresolved external symbol "public: virtual void __cdecl ADestructibleActor::PostEditChangeProperty(struct FPropertyChangedEvent &)" (?PostEditChangeProperty@ADestructibleActor@@UEAAXAEAUFPropertyChangedEvent@@@Z) referenced in function "public: virtual void __cdecl ABuoyantDestructible::PostEditChangeProperty(struct FPropertyChangedEvent &)" (?PostEditChangeProperty@ABuoyantDestructible@@UEAAXAEAUFPropertyChangedEvent@@@Z) OceanProject-4.8\Intermediate\ProjectFiles\BuoyantDestructible.cpp.obj
    Error error LNK2019: unresolved external symbol "public: virtual void __cdecl ADestructibleActor::PostLoad(void)" (?PostLoad@ADestructibleActor@@UEAAXXZ) referenced in function "protected: virtual void __cdecl ABuoyantDestructible::PostLoad(void)" (?PostLoad@ABuoyantDestructible@@MEAAXXZ) OceanProject-4.8\Intermediate\ProjectFiles\BuoyantDestructible.cpp.obj

    I can easily fix these two if I just comment out the calls to both of these functions in BuoyantDestructible, but that results in the Engine crashing on startup. What am I doing wrong here?

    I'm using the GitHub Promoted branch and I've made sure that both APEX and PHYSX have been compiled and included by UE4 as far as I know. And yes, 'PhysX' and 'APEX' are strings in the PublicDependencyModule.
    Last edited by Capsup; 07-27-2015, 02:47 AM.

    Comment


      Dear DotCam!
      Sorry if the question was already, though I tried read all the thread.
      First, the water is awesome, great work!
      You mentioned do you plan it free, it means I can use it in my future naval game? It is permitted? Showing your and project name in game is a bare minimum, but do you plan any restriction?
      Im coding mainly with UE4 and C++, but I was thinking a lot on Unity, as it has more water/ocean assets, but the really useful ones arent cheap.. The question isnt urgent as it is for future yet.

      Another lame question, I see the ship rigged in the project.
      If I plan a larger naval ship, it means I have to rig it for putting into your water?

      thanks,
      Biga
      Last edited by BigaCubensis; 07-27-2015, 07:38 AM.

      Comment


        also I have a crash with demo if I Play ExampleMap01 it in Standalone, though in editor view it works.

        Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 235]
        Tried to get module interface for unloaded module: 'LevelEditor'


        KERNELBASE.dll {0x000007fefd3fb3dd} + 0 bytes
        UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() {0x000007fede9b7c0f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Core.dll!FOutputDevice::Logf__VA() {0x000007fede8710b8} + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Core.dll!FDebug::AssertFailed() {0x000007fede841e72} + 65 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-UnrealEd.dll!FModuleManager::GetModuleChecked<FLevelEditorModule>() {0x000007fed2e9fbbe} + 222 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-UnrealEd.dll!UEditorEngine::GetActiveViewport() {0x000007fed31d3e70} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-OceanPlugin.dll {0x000007fec8ceb503} + 0 bytes
        UE4Editor-Engine.dll!UActorComponent::ConditionalTickComponent() {0x000007fed67350bf} + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() {0x000007fed673e5a2} + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask:oTask() {0x000007fed6419535} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() {0x000007fed642b20f} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Core.dll!FTaskThread::ProcessTasks() {0x000007fede6f651e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() {0x000007fede6f674d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() {0x000007fede71bc02} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() {0x000007fed648bc80} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() {0x000007fed646d2ac} + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() {0x000007fed647a1a9} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!UWorld::RunTickGroup() {0x000007fed60b0f24} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!UWorld::Tick() {0x000007fed60b7bfb} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor-Engine.dll!UGameEngine::Tick() {0x000007fed5e58d6d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor.exe!FEngineLoop::Tick() {0x000000013f4242d1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor.exe!GuardedMain() {0x000000013f4149cc} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor.exe!GuardedMainWrapper() {0x000000013f414a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor.exe!WinMain() {0x000000013f4265c9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
        UE4Editor.exe!__tmainCRTStartup() {0x000000013f4275d9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
        kernel32.dll {0x00000000771559cd} + 0 bytes
        ntdll.dll {0x000000007738b981} + 0 bytes
        ntdll.dll {0x000000007738b981} + 0 bytes

        Comment


          quick question.
          Is it possible to have more than one BP_Fish_manager?
          If so, how? I tried adding another one but it wont spawn anything

          Thanks!

          Comment


            Originally posted by Nsomnia View Post
            NavMesh blocking volumes? Would the player really notice it?
            Yes, he would - because it's a vr application wherein the player is not supposed to move, just watch the surrounding underwater scene.

            Could you please tell me a little more about "NavMesh blocking volumes"? I actually don't know what I should do now. Tried all of the NavMesh options incl. dynamic obstacle generation but they do not work as supposed. Thank you!

            Comment


              Great work, guys!
              I've searched a lot and what i found here was the best.
              To all who have problems with compatibility: On the UE4 4.8.2 version project runs fine.
              Btw i have a question: is it possible to create a storm scene using this ocean?
              And if it is, how do i change wave height?
              Last edited by Ferrl; 07-28-2015, 05:46 AM.

              Comment


                Does it run for you all in Standalone mode?
                Here it works only in Play in Viewport mode.
                Additionally I cant cook it, cooking is failed after some minutes...

                Comment


                  After i tried to launch it in standalone mode it crashed.

                  Comment


                    About those crashes.. looks like you are using the 4.8 version from that google drive link (which is outdated) in which case download the latest version from github
                    If you already are using the version from github then it could be because of the destructibles (there is an engine bug that Epic still haven't fix), in which case remove the destructibles icebergs etc. from the level.

                    For those trying to compile in 4.9, I will attempt to create a 4.9-compatible branch soon

                    4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
                    WIP Interactive Water Shader, WIP 2D Water Sim
                    WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD

                    Comment


                      Originally posted by BaekIronFist View Post
                      Oh thanks! But how I execute it on UE4? That still works in 4.8?
                      There's a readme.md file which explains how to install it on UE 4. And no, it doesn't work on 4.8. You need to slightly modify its code and also shaders. After that it will work

                      And let's move to FluidSurface plugin thread if you want to have a further discussion.

                      Comment


                        Originally posted by TK-Master View Post
                        About those crashes.. looks like you are using the 4.8 version from that google drive link (which is outdated) in which case download the latest version from github
                        If you already are using the version from github then it could be because of the destructibles (there is an engine bug that Epic still haven't fix), in which case remove the destructibles icebergs etc. from the level.

                        For those trying to compile in 4.9, I will attempt to create a 4.9-compatible branch soon
                        Hey TK,

                        We were looking at this plugin for some of our water shaders with our game as it's looking great! But the license for it appears like it could be a bit of a problem for us. Can I ask if you intended to allow this to be reused in commercial UE4 projects? Only because we intend to allow people to Mod the game we are working on in the future and therefore redistribution would be a part of allowing the community to play and dissect the assets/code etc.

                        We would be more than happy to link the project from our site if it's something that we use.

                        Thanks for your time and good luck with the project!

                        Comment


                          I am so interested in this project and I was going to use Unity to create my game but when I saw this it was absolutely perfect for the type of game I want to make so thanks to this project it has convinced me to become a UE4 developer. The only thing is as a complete novice to UE4 I am still trying to figure out how I can begin using this asset for my project. I guess what I am trying to say is this: How do I setup the structure/layout to begin my project with this after I've downloaded it? Please help me. My biggest burden is figuring this out. Do I begin creating my game by developing in the OceanExampkeMap_01 project or should I start a new Project and then import stuff from this or something?
                          Don't let your dreams be memes!
                          https://youtu.be/5-sfG8BV8wU

                          Comment


                            There is a "How to" for the github project.
                            https://github.com/UE4-OceanProject/...o-your-project

                            Comment


                              Im curious too...
                              I would also gladly pay if there will be a version for commercial use. Hehe but please no Triton Unity SDK prices

                              Comment


                                Originally posted by BigaC View Post
                                There is a "How to" for the github project.
                                https://github.com/UE4-OceanProject/...o-your-project
                                Thank you.

                                Originally posted by BigaC View Post
                                Im curious too...
                                I would also gladly pay if there will be a version for commercial use. Hehe but please no Triton Unity SDK prices
                                Funny you should mention Triton. That was one of the solutions I was considering before I switched to UE4.
                                Last edited by IndieCrusader; 07-30-2015, 09:50 PM.
                                Don't let your dreams be memes!
                                https://youtu.be/5-sfG8BV8wU

                                Comment

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