The wave surface effect is missing for one quarter of the map. What could be causing ?
Edit: To fix problem, select BP_Ocean in the World Outliner, set Hide Actors to BP_Skydome, and set Landscape to your landscape. I’m not sure how fixed it but it did.
I’ve been changing these settings in BP_Ocean but the shorelines still look like the above picture. I haven’t tried inputting the correct heightmap yet, so I’ll give that a try.
I have another unrelated. I get error when packaging and the build fails:
“UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘E:\Programs\Epic Games\UE_4.16\Engine\Plugins\OceanPlugin\Binaries\Win64\UE4-OceanPlugin.lib’”
Inputting the correct heightmap makes a huge difference with the landscape modulation. If you make any changes to the shoreline using the landscape editor, make sure to update the heightmap texture you use for modulation.
I know the tutorial says to drop the plugin in the engine folder, but unfortunately that tutorial is old and outdated. Create a plugins folder in your project and drop the plugin files there, then remove it from your engine folder. Here’s a link to earlier in thread where it came up.
Ok, I’m using the correct heightmap but the shoreline still has large waves. Maybe my problem now is the Modulation Start Height, Height, and Power settings. Do you know how I can determine which values to use for those settings?
Could the problem be that my map is too large?
EDIT: Nevermind! I forgot to set the landscape. I know, I’m such a fool!
Is there any way to prevent effect where the sky lighting changes between bright and dark when moving the camera? I think it might be caused by light rays or shadows from the boat or landscape, but I’m not sure how to fix it.
Edit: It was fixed by selecting the SunLight and disabling Light Shaft Occlusion
After importing project into my project, my post processing volume for highlighting items to pick up has weird behavior where it shows a white rectangle on the screen. Does anyone have ideas on how the project might conflict with other post processing volumes?
It appears that my other post processing volume which uses Set Render Custom Depth highlights the .
Edit: I might be able to use a custom stencil value for my items to make it work. The only problem now is that the underwater PP seems to use all stencil values 0-255.
Edit: Finally figured out how to make it work. All I needed to do was change the default stencil value on my item meshes to 255, then when I want the item to be highlighted, I set Render Custom Depth to true, and set it to false when I don’t want it highlighted.
Hello guys! Has anyone been able to successfully compile project for 4.17? is what I get when trying to compile it.
The project could not be compiled. Would you like to open it in Visual Studio?
Running D:/Program Files/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe OceanProject Development Win64 -project=“D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/OceanProject.uproject” -editorrecompile -progress -NoHotReloadFromIDE
Creating makefile for OceanProject (no existing makefile)
D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Source\OceanProject\OceanProject.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Plugins\OceanPlugin\Source\OceanPlugin\OceanPlugin.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Source\OceanProject.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the launch module for program targets.
D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Source\OceanProjectEditor.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add(“Foo”) to add modules to your target, or set LaunchModuleName = “Foo” to override the name of the launch module for program targets.
Performing full C++ include scan (no include cache file) @progress push 5%
Parsing headers for OceanProjectEditor
Running UnrealHeaderTool “D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\OceanProject.uproject” “D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
LogPluginManager: Warning: Engine version string in …/…/…/…/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/OceanPlugin.uplugin could not be parsed (“4.15”)
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(144) : LogCompile: Error: Type ‘FForceTriangle’ is not supported by blueprint. DrawDebugStuff.TriForce
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(192) : LogCompile: Error: Type ‘TArray<FForceTriangle>’ is not supported by blueprint. AdvancedBuoyancyComponent.SubmergedTris
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(201) : LogCompile: Error: Type ‘FBuoyancyVertex’ is not supported by blueprint. SplitTriangle.H
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(201) : LogCompile: Error: Type ‘FBuoyancyVertex’ is not supported by blueprint. SplitTriangle.M
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(201) : LogCompile: Error: Type ‘FBuoyancyVertex’ is not supported by blueprint. SplitTriangle.L
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(201) : LogCompile: Error: Type ‘TArray<FForceTriangle>’ is not supported by blueprint. SplitTriangle.ReturnValue
D:/Program Files/Unreal Projects/OceanProject-4.15 4.17/Plugins/OceanPlugin/Source/OceanPlugin/Classes/AdvancedBuoyancyComponent/AdvancedBuoyancyComponent.h(203) : LogCompile: Error: Type ‘FForceTriangle’ is not supported by blueprint. ApplyForce.TriForce
Error: UnrealHeaderTool failed for target ‘OceanProjectEditor’ (platform: Win64, module info: D:\Program Files\Unreal Projects\OceanProject-4.15 4.17\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
@Raindance 4.17 included some changes to the way C++ code is exposed to blueprints, which is what is causing error. You now have to explicitly mark types that you want to be exposed to blueprint. In case it’s struct FBuoyancyVertex and struct FForceTriangle in AdvancedBuoyancyComponent.h. You can fix by adding the keyword BlueprintType to the USTRUCT macros proceeding both of the structs.
So right now it reads:
But it should be changed to:
I haven’t upgraded to 4.17 yet, so I don’t know if you’ll see more errors after you make the edit, but should fix the errors you quoted in your log.
Can someone help me figure out what I’m doing wrong with mine?
I’m on 4.16 and I’ve followed all of the steps on the wiki but my just looks like noise and my sun is hidden behind atmosphere and not really bright. I’ve included screenshots. Let me know if you need to see pictures of anything else.
i have tried Both 4.17 solutions, get the same error when i am trying to compile my code can somebody help me out ?
(some things have been removed for personal reasons )
1>------ Build started: Project: <projectname>., Configuration: Development_Game x64 ------
1>Creating makefile for <projectname> (no existing makefile)
1>Performing full C++ include scan (no include cache file)
1>EXEC : error : Couldn't find module rules file for module ''.
1><path>\VsComunity\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "<path>\UE_4.16\Engine\Build\BatchFiles\Build.bat <projectname> Win64 Development "<ProjectFolder>\<projectname>.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run command.
1>Done building project "ProjectFS.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
i try to migrate the whole content folder of the untouched fresh-downloaded community 4.15 into a blank 4.15 project and i cant get the bp_ocean actor to load when i open any of the maps… anybody have success on ?