[Community Project] FREE Ocean Water Shader

@shrst I made a video explaining how the BP_ManOfWar works, since it also has Sails with NvCloth and I could sort of reproduce what is going on. The video should be up in few minutes.

@Nazruden I think some parameters are not properly setup, it should work OK. I made a quick video showing it working and which also show your issue when the values are not set correctly:

This is not my issue. Whatever I am changing on the parameters for the landscape modulation, the start height, the max height, the power, nothing ever changes. And I tried plenty options on those parameters… I can make a video if you want but really I don’t understand what’s happening. I looked at the code to understand how it works and it should work…

Can you make a copy of your project, strip everything out except the ocean settings/components and the landscape, and make it available with Googledrive or Onedrive for me to download and look at it?

Sure, on the way, I’ll edit the post in a few seconds with the link.

Sorry for the double post but it took a while to my computer to do some stuff cleaning everything for this ZIP, so I thought posting again would be better. Thanks for your help, the map is in the Maps folder, here is the link

It is saying the file does not exist. I think the link got messed up. You can paste the link as a private msg at the Discord (link in my signature)

Sorry I’m answering late. Yeah the link is not working I don’t know why. I uploaded a new Zip on the following link : WeTransfer - Send Large Files & Share Photos Online - Up to 2GB Free
Level and heightmap available in the Maps folder. You’ve got a player start to see a sample zone where we clearly see it’s not working

While checking an issue for a community member on why it was not possible to make the landscape modulation to work with his project, I have found out that the Ocean Ultra is the only one with the required nodes to make it work, meaning all the Ocean SSR options are not affected by the landscape modulation. It might take a while to provide the changes for the materials, but if anyone have ever realized this, this is why it does not work.

thanks a lot i had it working

now i need to add a wake to the boat can u help me with it as to how i can, thanks a ton :):):slight_smile:

There was a video I made explaining how the foam wakes works. Basically there are elements you need to add the blueprint (arrows in the project) which will be a helping guide on where the placement and spawning of the wakes will occur, takes time to adjust the perfect spot for the boat mesh, but it is not difficult. Watching the video and checking all the elements inside the blueprint while following the execution path will be enough for anyone wanting to implement that.

I just saw that you, Nilson, posted a video about sails and boat dynamics. And now I wanted to ask if you or anybody else in here knows a way how to make the sails actually work. Like the wind coming from a certain angle and when you adjust the sails to the correct angle you build up speed depending on how strong the wind is. I’ve tried to come up with something, but as I’m not really experienced and just figuring everything out in the ocean project, I’d appreciate it if anyone knows a way to archieve that. I’ve already come up with a concept, but I’m not sure how to implement it. So I’d make the sail a children of the boat, then make it rotatable when possessing the ship. And then I need to see where the wind is coming from and from what angle it hits the sail and then plug that into a component that controls the force of the boat depending on how big the angle is.
Would that be a way to implement such a system? Does anyone know? I do really appreciate the work everybody has done to the ocean project, and Nilson: I really appreciate your tutorials. They helped me a lot to understand how certain things are set up. But the movement of the ships is something I’d really like to change to a more realistic movement.

One of our community users got some issues sorting the underwater with his particle systems and I made this video to give some hints:

Hello everyone! I have got a question… Why I cant delete content from OceanProject that I dont need?

Also I cant build a game. Errors are like:

PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/Sky/Materials/M_Clouds, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogCookCommandlet: Display: SoundWave 0.00 0.00 0 2.65
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] COMPILER ERROR: failed building connection with ā€˜Array of Object References is not compatible with Array of Actor Object References.’ at Get (a copy) generated from expanding For Each Loop from Source: /Game/Maps/StressTest.StressTest:Pers
istentLevel.StressTest
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/Sky/Materials/M_Sky_New, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] In use pin <Unnamed> no longer exists on node Fire! . Please refresh node or break links to remove pin. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.StressTest
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] In use pin Target no longer exists on node Fire! . Please refresh node or break links to remove pin. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.StressTest
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] Could not find a function named ā€œFire!ā€ in ā€˜StressTest’.
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/ShipsAndExamples/Assets/Effects/Particles/Water/P_WaterSplashLoop.P_WaterSplashLoop, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): Make sure ā€˜StressTest’ has been compiled for Fire! from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.StressTest
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] Can’t connect pins Out Actors and Target Array generated from expanding For Each Loop : Array of Actor Object References is not compatible with Array of Object References. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.Str
essTest
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] Invalid pin connection from ’ Out Actors ’ to ’ Target Array generated from expanding For Each Loop '. You may have changed the type after the connections were made. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.StressTest
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/Sky/BP_Sky.BP_Sky_C:ParticleSystemComponent_6, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] Can’t connect pins Target Array generated from expanding For Each Loop and Out Actors : Array of Object References is not compatible with Array of Actor Object References. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.Str
essTest
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.StressTest] This blueprint (self) is not compatible with ’ Target ', therefore that pin must have a connection. from Source: /Game/Maps/StressTest.StressTest:PersistentLevel.StressTest
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/Sky/BP_Sky.BP_Sky_C:ParticleSystemComponent_9, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] COMPILER ERROR: failed building connection with ā€˜Object Reference is not compatible with Object Reference.’ at Get (a copy) generated from expanding For Each Loop from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] In use pin <Unnamed> no longer exists on node Fire! . Please refresh node or break links to remove pin. from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] In use pin Target no longer exists on node Fire! . Please refresh node or break links to remove pin. from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/ShipsAndExamples/BP_ConstraintTest.BP_ConstraintTest_C:PhysicsConstraint_GEN_VARIABLE, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] Could not find a function named ā€œFire!ā€ in ā€˜BP_Boat’.
UATHelper: Packaging (Windows (64-bit)): Make sure ā€˜BP_Boat’ has been compiled for Fire! from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] In use pin Cannons Array no longer exists on node Get . Please refresh node or break links to remove pin. from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler BP_Boat] This blueprint (self) is not compatible with ’ Target ', therefore that pin must have a connection. from Source: /Game/ShipsAndExamples/BP_Boat.BP_Boat
PackagingResults: Warning: /Game/Maps/dcSkyTestMap imported Serialize:/Game/ShipsAndExamples/BP_Boat.BP_Boat_C:SceneComponent_1, but it was never saved as an export.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Millisecond is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Second is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Minute is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Hour is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Day is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Month is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FTimeDate::Year is not initialized properly

And etc, like ā€˜cant find asset’, but I didnt delete it.
Thanks…

If you follow this video, you will have only the essential for the Ocean System. Also, I am only supporting the branch: OceanProjectNilsonLima, other branches I am not following up on their changes, but at least my branch is currently compiling fine with UE4.22.

Thanks for your reply! But I installed ocean by this tutorial… May be I have to reinstall it…

The project is a C++ project and some systems are in C++ (ie: Buoyancy and Landscape Modulation), so it is not just blueprints and materials and some blueprints mention components in the C++ code. Completing the steps in the video above with any release, you will have 1st, the project working, and 2nd, a way to transfer what matters to another empty project, so no boats, pier, fish, maps etc

It is important to understand how the sample map works and its elements to get more knowledge about each piece.

I will try. Thanks:)

Thanks to all the people who are working hard on this great project, today i will try to combine it with Truesky, it’s expected! :slight_smile:

Hi! I have got a problem while trying to put this ocean in project, that was made in ue4 built from source. When I open my project in VS, there are a lot of UE4 files. And on step when Rebuilding solution (19:37 on your video) it starts to rebuild all ue4 including this project! It will take about 10-12 hours on my machine… What should I do?..Thanks.