[Community Project] WIP Weather & Water Shader

I have faced an regarding changing some variables of the plugin.
it seems stay-upright and some other configuration is only applied during the initialization round and later won’t be taken to consideration.
can we expose a function for reinitialization ?

hello, i want to create naval simulation.with connection to 2D programing is create from c#. in 2D programming will control our ship in 3D.i need to access lightningActive from c++ programming, but i cannot access that variable. how i can access from my c++ programming? in case that variable, create on blueprint.

thanks before. sorry if my speeking english is’t good.

Hi Thijs. Our team spent a few months working with truesky and eventually abandoned it in favor of another option. The incompatibility was one of many reasons but unless truesky has had some major changes I don’t see the integration being anything less than a major undertaking.

I’m glad you like it :slight_smile: I think you are talking about the currently functioning one? We both started from the same article but I overcame some of the more subtle hurdles to make a stable simulation. I also made sure there were no nvidia includes necessary. It also takes advantage of the LOD system so you can use a fancy LOD for the visuals and the lowest LOD for the buoyancy simulation to make sure your game runs fast. I also read data from the video card so you don’t need to hold all the mesh information in RAM with the CPU access option :). It still could use some improvements but it’s a great start.

I made it for Fishing: Barents Sea.

[QUOTE=]
I’m glad you like it :slight_smile: I think you are talking about the currently functioning one? We both started from the same article but I overcame some of the more subtle hurdles to make a stable simulation. I also made sure there were no nvidia includes necessary. It also takes advantage of the LOD system so you can use a fancy LOD for the visuals and the lowest LOD for the buoyancy simulation to make sure your game runs fast. I also read data from the video card so you don’t need to hold all the mesh information in RAM with the CPU access option :). It still could use some improvements but it’s a great start.

I made it for

Yes I do mean the currently functioning one and I really appreciate you working on it for the project! The test points buoyancy works well for small things, like barrels, but really I think the buoyancy mesh works way better for anything with a complicated shape. Great looking game by the way.

Out of curiosity, has your team found a solution for the clipping problem?

Actually I just found the solution to the clipping problem, courtesy ofon his () game’s thread here.

It’s really as easy as he describes, and his post has all the details about how works, but I’ll post my steps and blueprint in case anyone needs to find it in thread for whatever reason.

First enable “Generate Mesh Distance Fields” in your project settings.

In your material (whichever one you’re using, in my case it’s M_Ocean_Ultra), create the distance field mask:

And then plug the result of the multiply node here into the B value of the lerp in your mask.

Then plug the result of the lerp into the opacity node of your material.

And that’s basically it. Here’s it working inside of a giant rectangle:

The only serious limitation I’ve found is that the object you use to cull the must have shadows enabled, no idea why :confused:

Again thanks tofor solution it’s a huge help. I know you asked for something like earlier, so I’m tagging you so you get the alert.

Hi All,

I am trying to add a boat with buoyancy along with controls. I am able to achieve them. I checked the options Use Controller Yaw, Pitch, Roll as the result I can move rotate the ship but I did not like physics as boat is not reacting to waves. If I uncheck them (Use Controller Yaw, Pitch, Roll) the boat will eventually sink in direction I am moving. I am pretty new to . Can anyone help me to set movement along with proper buoyancy please…

PFA:

In the buoyant actor class there is an array of points you must create to make the actor float. The points are
the actual buoyant objects. Usually best to set 4 or more of them, they are under the Buoyancy Tab in the BuouyantActor BP.

I know about Buoyancy points. If I add buoyancy points for a static mesh it is fine. But If add them to pawn, It still floats but it will not react to the waves.

Thanks

Make sure you use a level switch with that because it will only work with SM5. Any other settings will cause the entire material to disappear if you don’t have the level switch.

Thanks for the tip, is because the distance field node only works with SM5?

Yeah the DistanceToNearestSurface node

I’m trying to figure out how to add buoyancy to my character. I have added the buoyancyforce to the skeletal mesh but i still sink. Is there a guide out there on how to apply buoyancy?

Please stop spamming thread and post about your product you are selling in its own thread.

@anonymous_user_2b39dfae Glad the solution we posted in our thread helped you out. The mesh will only generate mesh distance fields if it’s shadows are enabled. My guess is that it uses the ambient occlusion soft shadow channel which generates the distance fields for ambient occlusion shadowing.

Take a look at the Project map. The boats in it are Pawn blueprints with two different methods of making the actor float. You can try either of those. The fishing boat is likely similar to what you are looking for.

Hi

When i use the plugin with UE 4.16 a message tell me to recomplile the plugin.
The question is how to recomplile only the plugin without having to integrate the whole project. Or if i could find a version already compiled.

Thanks.

just wanna let some words here. First of all a huge thank you. Thats to amazing. Getting trough , will maybe a bit tough, but all you work you guys did, its the least thing we can do. :slight_smile:

Hi, i cant open the project in UE 4.17, if anybody can made a update would be nice, thanks.

Haven’t tried it for a while. Does work in ue4.17, Linux with Vulkan?