I’m working on something similar obviously will be watching for anything from you, and I’m working towards the same goals, picking up more cpp, unreal4 api and cryengine cpp everyday.
I played with quantams buoyancy setup but never got a working setup, im still particular to the old structure setup with a test point structure. I had a great setup using that, I may revert when I need it, or create my own setup when my skills increase, although I’m not worries about above water dynamics as much as underwater obviously.
I’ve got a great algae particle system setup, just dont have time to draw a sprite sheet or even just a decent texture, if anyone has a cool one like in silent hunter 4 thats public domain I can use it and we can add in a boolean algae system that follows the player.
;
Edit: I’ve got a shader only radar setup and also the same for a bearing and depth indicators although those use textures obviously. If you’d like them let me know, they are in early stages, but not ready formpublic release.
In regards to the depth I just decreqase the brightness/gamma and increase the vignette as the depth gets deeper till a totally uninhabitable area thats black.
Biggest from makign me work full time on my game is also making a earth sized game IE
if(GetFirstPlayerController()->GetPawn()->GetLocation().x,y / mapsize/2 does not touch land) {OpenLevel(water)} else {openLevel(whatever coastline or port needs to be loaded.umap) } and a minimap to go along with that… very tough and gaurenteed unblueprintable.