Yes, and I managed to set it up as mentioned above. Just wanted to share this here, because there is little info.
Ah now understood the goal of your post, sorry that sometimes my english bets obfuscated when I exchange my language too many times a day, since there were a meeting with people talking in portuguese, italian, spanish and no english at all.
I have a building put under sea level and the water volume is displayinginside. Is there any way to prevent this from happening? I am currently working on UE 4.17.
Thanks!!
Hi !
I have made two videos previously which explain ways to mask objects floating and underwater, please check those and let me know about your findings.
https://youtube.com/watch?v=FUxQAv5FIuM
https://youtube.com/watch?v=4XNaL5ePwPA
There are plans to have this changed/simplified/automated in the future, but no ETA.
thx for your fast answering ! Iām not using the underwater blueprint. I just need to hide the ocean material inside the building. Is there any easy way to do that ? I tried to follow the second video but that didnāt work for me. This is what i have, iām using the ssr ocean.
The underwater is a postprocess effect that adds those effects (distortion, fog and wet lens) to the current scene color when you are below the water surface. The underwater effect is not related to any of the ocean materials (so you have following the video with the wrong material, I am sure I told which one). When you are underwater what you need to do is to not add the effects to the current scene color and instead let it with original color and for that you need a mask (1 will keep the effect, 0 will use default scene color) which is what I try to explain in the first video. There is a video at my YouTube channel which I explain exactly how the underwater effects are setup and explain how it works, maybe it is a pre-knowledge for you to completely understand what I have shown in the 1st video above.
Maybe I misunderstood something, but Iām not using the underwater bp, because I donāt need to go below the water surface in my game. So I only need to hide the ocean bp in the building area. In your first video, you explain how to hide underwater effects, but I donāt need it, there is no effect here and its ok like that. But I just need to hide the blueprint BP ocean, in this area. Your second video seems to be good to me, but my blueprint is not exactly the same⦠So it doesnāt work for me⦠I will join pictures. Thx for your time
If you are inside a building partially submerged you can just make the BP_Ocean not visible when in game by knowing when you overlap some trigger area in your game/scene.
Yes, I will do that if there is no other way, but the problem is that we can see inside the building and the outer ocean at the same time.
thx anyway
Iāve had a problem while trying to install this, Iām pretty new to ue4 and Iāve been learning it but donāt know what to do in this case, what do I do here?
Hello, first of all, want to say to all developers - great job! Itās a really impressive free plugin.
I also need a little help here - I am trying to create a simple scene with water surface patch on black screen, without foam - so I just added Ocen_Ultra material instance to mesh, it works ok but it has artefacts when camera looking from small distance of water surface - take a look on image. Do yoг know how to resolve this?
The buoyancy system would need to be changed in order for the regular AI movement work or all the movement should be written from scratch, including a custom navigation mesh, since the current wonāt work either. I tried on different ways without touching the buoyancy code and I was not successful doing so.
How many vertices/triangles you got in that mesh?
Did you disable landscape modulation?
A lot) It could be connected? Looks likŃ itās pixel side issue.
Did you disable landscape modulation?
Probably not, but I have no landscape.
This I reduced vertices, still artefacts
When using the original BP, it has a plane surface which is scaled to the viewer position and moved along with it to produce the effect of an infinite ocean. For this to be as realistic as possible with good performance and look, it is necessary a good amount of vertices near viewer position and less at horizon/infinite view. That said, you will be better with more vertices near points of interest at your scene and less vertices far away. Anyway, I never saw those artifacts before. I recommend you take a look on how the vertices are spread on the plane used in the project so you can understand which gives the best visualization, you can always scale it for your needs and works fine even being a circle shaped one.
The landscape modulation does not use the landscape reference per say, but uses a texture which represents the height information for the terrain, so the project with the island map has one, you just need to remove the texture and disable the landscape modulation at BP_Ocean.
Okay, Nilson, I think this issue is not about vertices grid, I didnāt see any problems in wireframe, but nevermind, I am not struggling with more problematic and strange issue - for Editor I can change global wave amplitude value and see how amplitude changes, but changing in in runtime give me no effect, how can I update amplitude in runtime?
actually the artifacts look like the classic translucency sorting problem. I thought this project solved it with a customdepth approach?
I use in one project 2 different levels - one with blueprint from plugin, another with my plane + material from plugin, with same render setting water from plugin has no artefacts, so probably itās not render settings issue, or it should be enabled somewhere in material?
Before using the material on a plane, disregarding the blueprint, you need to check the blueprint which are the relevant settings altered into the material and create/change the material instance to reflect those changes (ie. custom depth).
In regarding to the wave amplitude, the blueprint changes that in a material parameter collection, so you will need to change that by hand exactly as the blueprint does when you do it in editor.