It is functional. I have even made a video showing everyone how I fixed it just for fun.
Oh i mean were it is not attached to anything, that i can but the blueprint in a level and have it always making a wake. My plan for some testing is to then attach it to a movable mesh (like the Lusitania) to display a wake behind it.
Also with the included sky system in this project, is there a way to have shadows firm and be able to be seen for long distances/
Iv been playing with the dynamic shadow distance values, and while i increase the number does allow shadows to bee seen far away, smaller shadows on the object disappear as i raise the value.
Did you really watch that video I mentioned? Because the boat just spawns a blueprint behind it which applies a plane which mixes with the ocean and the material applied to that plane draws a foam which changes the radius according to the distance from the boat. Watching the video and studying the blueprints and materials will surely give what you need.
The sky system there is a user contribution to the project. It is far from perfect and I am not sure it contributes to any shadows since shadows are produced by the directional light which represents the Sun. I didnât watch it yet, but the new learning portal have some nice classes about illumination (there are the ones for vizualization purposes aswel).
Thanks for the response on the shadows.
Yeah, iv watched the video dozens of times. I was able to get it working in the bp_boat fine, but i was never able to replicate it working on something non bp_boat. For example, if i just wanted to attach it to a cube that i will then place under my main moving mesh.
I think the problem i had was trying to get it to start without the player taking control of it. I have tried replicating the bp but was never able to get it working.
Anyways thanks for the help! Il try some other method to see if i can get a wake effect in and let you guys know if i get it working
Hello is there a better documentation for the installation and configuation for paking?
I follow the Install.md and get at paking a build for win64 this error:
ERROR: Missing precompiled manifest for âOceanPluginâ. This module was most likely not flagged for being included in a precompiled build - set âPrecompileForTargets = PrecompileTargetsType.Any;â in OceanPlugin.build.cs to override.
@Elias11022 The project at GitHub is compiled with the main project as if it was a module instead of a plugin as it is and usually that will work when packaging. I am not certain why that error is happening, but I guess something in that Install.md is not accurate anymore. The correct way would making a batch per UE4 release (just in case something changes with the build tool) and compiling the plugin putting it into the UE4 installation structure as any other plugin acquired from the Marketplace and inside the project when enabling it will be enough.
I will probably make a video showing how to do it. I just need some time to prepare it because currently I am unable to use a computer since I got my arms immobilized because a issue with my spine. Give me at least 3 more days to get into this.
Wow, get well soon, @NilsonLima !
@NilsonLima Hey man⌠even though I dont use the water project, I enjoy reading about it and watching. Sorry to hear your under the weather. Sending you best wishes. Get better⌠GAME ON!
Hmm⌠Sorry about font⌠not sure how I pooched that one.
@NilsonLima Thanks this project is a very cool stuff
Hello everyone. I was wondering if anyone had issues with the heightmap adaptation of the waves ? Because currently, when exporting the heightmap of my level from Unreal and setting it as the texture parameter of the blueprint, with of course enabling the landscape modulation and setting the reference to my landscape, the ocean is not adapting anywhere near the coast, it stays the same.
If anyone can help me, itâd be really appreciated. Thanks for your time and have a nice day
Sorry for the delay answering this, I donât know why I didnât receive the forum flag about this message.
For the texture with height info be accepted it must have the same settings as the sample provided in the Ocean Project: T_ExampleTerrainHeightmap which are:
- Compression settings: VectorDisplacementMap (RGBA8)
- Mip Gen Settings: NoMipmaps
- TextureGroup: Terrain_Heightmap
- sRGB: checked
- Filter: Tri-linear
- Never Stream: checked
Let me know if these fixed the issue for you.
@Elias11022 I got the copy at GitHub and packaged it successfully for UE4.22 without changing a single line elsewhere, is this the release you are having issues? I ask because there were packaging issues in the past with errors in blueprints which required updates and they were made only for the releases affected.
Leaving the files inside the project as following my migration video, should leave your project working properly.
Thanks for your help. Unfortunately, this didnât work for me, I already tied it before and tried it again after seeing your answer but the ocean didnât change. I was wondering if it was working for heightmaps obtained from the UE4 landscape tool which allows to export the landscape as an heightmap ?
Any other idea ?
hi i have a 16 century ship with apex clothing applied to its ail, the buoyancy goes crazy what should i do , i added test point but it does make the object flyaway
It will work, but you need those settings fixed after the texture is imported.
@shrst The boat needs some weight set in order to the wave hits to not sent it to outer space! How much Kg did you set at the boat? Check the other boats to see that they got almost a 1000 Kg of weight for the small ones I think.
oh thanks a ton i will check and let know,hope it should work
@NilsonLima see this is happening when i do not attach the sails it works perfect,but when i attach the sails it flyâs away, the sails are with apex clothing and a simple grass wind material. Can you please help me how to have my sails along
I told you I just tried it again when i read your answer but it doesnât work :-/ Here are samples at the moment iâm answering you, the heightmap of my landscape and results seen at some locations in the level where we clearly see that nothing changes with or without the heightmap and landscape ref :
I donât know whatâs going wrongâŚ