[Community Project] WIP Weather & Water Shader

Hey sorry for double posting, (2 days bump isnt that bad) anyways something I noticed. It might be our pivot point is offcenter a hair, it might happen to any floating object that isnt perfectly mirrored down an axis, or it might be the code but with our current setup your boat will roll or flip over eventually if you dont have your test points tweaked perfectly. You may think thats not happening to me well I made a check of the pitch and roll of our boats on the surface and our subs, it didnt mater surface boats and submersibles both had happen:

You may think 4 test points in an equal square around your floating actor say (400,1000,0) (400,-1000,0) (-400,1000,0) (-400,-1000,0) would lead to a perfectly stable boat in perfectly flat seas. Again may just be inaccuracies due to float not being accurate enough, the physics engine, our meshes, maya, blender, UE the code it could be anything but a perfect rectangle/square 4 point test point setup will SLOWLY roll and pitch (and maybe yaw but I havnt checked it out since that wont matter to us) one way or the other constantly, although very slowly. At stock with a setup like above my boat was rolling about 1 degree every 30 minutes and pitching about 1 degree every 45 minutes. So it would take hours to see it visually and is on a flat calm plane, of course its gonna roll and pitch in moving seas.

Anyways, by offseting the left and front side test points using the divide by 2 method (inital value is 1000 you try 1500 and its too much so you try 1250 and its now going the other way so you try 1375 and so on and so forth until you reach the floats accuracy I was able to get it to be perfectly stable in flat seas. With about 30 minutes of tweaking 3 test points I was able to get the pitch down to 0.001 degrees every 5-10 minutes or so and the roll about 0.001 degrees every 3-5 minutes or so.

If anyone else has happen and it will affect their game, let me know I can make a quick video showing why its happening. (PS I havn’t tried the stay upright constraight yet to see if that helps too, gotta see exactly what it does first).

really would only be an if you intend to have something floating for hours or like us have a time compression system so that hours and days go by in minutes of game time and I would GUESS (no evidence to back it up) that something mirrored perfeclty in all axis’ like a or sphere wouldnt run into.

Edit: Under more investigaiton its the mesh. Make sure your root joint is placed well or any submersibles will pitch/yaw/roll on their own