When you compile, instead of Rebuild All option from the Menu, you can choose Build instead, “OR” right click on the your project at the solution tree viewer and select build for your specific project. This will only compile your project and not everything including engine source.
Thanks for your reply! I will try it )
When you hit Rebuild All, it cleans all binaries previously generated, so you will still have a full compilation until you can use the build only option I described.
Just to clarify: I don’t have any rights on this asset. I just support it, given for free information, making videos explaining concepts used at it. If you want to attribute inside your project anything about this work, you can mention the GitHub page and @DotCam as the creator.
Okey, thanks. I did it. But just for test, I created blank project and migrated ocean into it. I did it step by step by your guide, but I can’t package game… It says that there are unknown errors. Logs are empty… Engine is from github, 4.22 branch. Ocean project branch is MASTER_FINAL_4.22… What could be my mistake? Thanks.
I am not responsible for that branch “MASTER_FINAL_4.22” but responsible for the “OceanProjectNilsonLima”, which I know compile and package without errors. There are other people which contribute to the project, but I can’t be aware of everyone’s branches besides mine own. My branch is intended to compile always to the latest engine and while using it, it is necessary to check the commit page for the commits and their history, then you can select that commit and download the set of files belonging to it.
Okey, thanks. So “OceanProjectNilsonLima” works in ue4.22?
yes, again if you check the commit page while in this branch you will see a commit to the project with description saying it. Also, as mentioned, it will always have the project working with the latest UE4 release which is 4.22. As soon, 4.23 releases, we will update the project aswel, might take a week or two thou.
Thanks a lot) Sorry for so many questions, I am new to source code things and etc…
I recommend to you to research how source control/version control works and how GitHub works in relation to this. It will greatly help to understand when people mention things in the forums, because even the engine relies on this for effective development cycles and for previews sometimes it is important to build the engine from source and update specific modules only when these are under heavy development.
Hi NilsonLima,I’m really really really adore this project,I find lot of oncean sim from UE4,I know this one is only the best one,it’s great one.Thank you all guys.
And I can’t wait to enjoy FFT suface in this project,so when we can finish this part,maybe next update?
thank you so much.
Hi NilsonLima, fantastic project! I’ve been using it for a while now, and i ran into this issue and perhaps you may know the solution. When I tried to add TrueSky plugin, the clouds are being rendered over by the ocean, so the clouds are behind the ocean, is there a way to change this order?
You need to look at TrueSky documentation for translucency and there you will see they provide specific nodes you need to add to the ocean material for the clouds to render correctly. If I am not mistaken I have made a post about this years ago, if not in this thread then in the older one mentioned in this thread’s first post.
Hi, i am currently working on a project with the ocean plugin, but when i build the lights i have some strange shadows.
i tried to mess with the shadow parameters, the uv lightmap but nothing works…
Does anyone have an idea?
Hey guys I haven’t used this since 4.17 I converted my project over to 4.23 ripped out the old version of the plugin and all the content tied to it and want to pick the right branch that is getting the most support at this point. I was hoping to find a C++ compiled version with a better FPS and an option to remove the TOD which I have no need for. I had removed the TOD manually in the BP version so I am hoping to redo this work. Any suggestion on which branch I should grab?
I gotta take a look into this and I recall someone mentioning this issue in the past, those are the shadows from the rocks projected into the Ocean and when you build the lights you have the baked static shadow in place, which is expected when you build lights, but they are not ok if they remain in the Ocean. In this case, I will see if there is something we can do to change, but technically this would be avoided in any other place, using stationary light instead of static, and also changing in the environment which components can receive static shadows, in this case the ocean plane.
I saw your post at Discord, hopefully Berania answered for you. We need some time to take a look into the necessary changes for 4.23, we are in a short delivery schedule for some work and I am sure next week we got it handled.
I get a crash at 45% upon starting the project (just downloaded today from github), unzipped to local drive, tried to open with 4.22.3, and 4.23, all had the same crash (something to do with shader compiler)
If you downloaded the branch OceanProjectNilsonLima it will work fine in UE4.22.3, the MASTERXXX one is maintained by another group of users. The project won’t work for 4.23, since some API changes in the engine is enforcing modifications at the source code which we will only handle next week, since right now we are in a tight schedule delivering another project.
I got it to open with 4.20 after trying the 4.22.3 and 4.23 versions, but the island example map wouldn’t load as it was saved with 4.22.3 apparently, and when I opened up oceanexamplemap_01 there is no ocean blueprint, it has the BP_Underwater but no sky and no ocean BP exist in the content browser…
Now I’m seeing that the storm ocean is just using an ocean plane with a material applied, back when I first used the ocean project in 2016 it had an ocean BP with tons of exposed variables you could change on the actor instance of the BP, is that no longer a thing??