I guess I have found your problem. In the Array at the Postprocess Volume you feed with M_Underwater_PP_Inst there is a value at the left side which needs to be 1 and not 0. Check it out.
It has been set on 1 since start.
Do you have project as well? Have you encountered any problems?
I have it and I have replicated it in several othersā¦
I got the surface with the waves etc, I got the water splatter effect on the screen when going above the water, but everything beneath the surface isnāt there
Edit: That āblueprint errorā is for some cannonball ā ā ā ā
The aspect is exactly what happens when that material is not applied at all (that number set to 1 and PP_Global as enabled and Unbound (Infinite Extent) set. Check if the source material for the instance is not presenting any error when you open it.
I donāt know if you see any errors in my settingsā¦
Also, thereās no error in the material.
There are free versions of c++ exposed to blueprint. I was wondering if there is anything already multithreaded, say multiple actors (or do they all run in serial)
Are there ANY blueprint objects that run in parallel?
Nothing wrong there. Im going to start a project from scratch and I will let you know tomorrow. Good Night!
Thank you so much, I appreciate it
Finally I figured it out
I have tried to make a project from scratch and the surprise is that i got exactly no underwater effect but only the wet lens effect as you did⦠and then I remembered that the only difference between those two was that one is the whole screen while the other need a special depth pass⦠which I confirmed opening the material to be a custom stencil.
So to fix you need to go to the project settings and set Custom-Depth Stencil Pass to: Enabled with Stencil
It could also be avoided if we both have copied the Config.ini file and overwritten the new project.
Cheers!
Youāre getting laid tonight <3 It works now <3
If you donāt mind: I got two other questions as well:
-
When I hit play it gives me error, the message only appears once regardless how many times I hit the play button, unless I restart the project. Like, what is it in the newly created project that tells the game to registrer that blueprint when itās not even in use? I tried to delete the blueprint in a previous project attempt but then it just kept going with other unused blueprints.
One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BP_Projectile_CannonBall -
How do I decrease the light intensity from the sun in my project? I mean, I can āobviouslyā change it in the editor etc. etc., but as soon as I hit play it goes back to being that incredibly strong light. So in edit mode it has the modified light while in play mode it always goes back to that intense light, how do I apply the same affect to play mode?.
These questions might seem quite basic but since Iām both a newbie and havenāt had such problems before in previous projects Iām quite unsure how to deal with them.
Lets do it,
1-That error is caused by some information used inside the blueprint that is written inside the DefaultEngine.ini from the original and it regards to physical material description. You can understand the error looking inside the blueprint itself and researching for Physical Material in UE4. Add the following line inside your DefaultEngine.ini localted inside the Config folder at your project:
+PhysicalSurfaces=(Type=SurfaceType1,Name=āIceā)
+PhysicalSurfaces=(Type=SurfaceType2,Name=āWoodā)
+PhysicalSurfaces=(Type=SurfaceType3,Name=āMetalā)
2-When I recreated the project I have used the BP_Sky_Sphere and not the blueprints from the , but for the description that seems to me is caused by the AutoExposure Settings found inside the Postprocess Volume PP_Global. You can copy those from the original project or experiment with different ones to understand how they work.
Unreal Engine is vast and takes time to learn and get used to all things⦠many people are just focused in few aspects of the engine because they have very specific roles to execute in projects, which is fine, so I could say there are many newbies even using the engine for years. There are people generalist enough that know a lot and that depends on how they use it to produce goods, in my case I need to know as much as I can to create useful tools for to use.
Good luck on your endeavours!
Btw you will want to enable Global clip-plane in the project settings for planar reflections to work which makes epic water reflections (at some cost ofc)
It it enabled
Iāll have a look at your answers later, thank you
Iām sorry for being a pain in the ā ā ā again lol, but will pretty much be my final question: but I was wondering if you knew how to make a sphere-mask on the underwater post process volume?
I got two āideasā in my head that I want to approach, either one of them or both (in seperate projects ofc).
One would simply be a city above the water (which I can pretty much achieve now, I just wanted the underwater effect to work as well), but then thereās the idea of an underwater city in a large āair bubbleā.
So my question would be, is it possible to sort of cut out a sphere shape from the post process volume?
Iāll link some references below:
https://cdn4.dualshockers.com/wp-content/uploads/2017/05/FFXIV_40_Mediakit_20170531_022_1496154086.jpg
watch?v=9qKdpg-HTno
To cut a sphere shape from the post process āmaterialā it is always possible to mask it inside that material. The best way to do it is using distance fields where you would put an invisible sphere covering what you want and get the value from distance field from it and subtract in the material from the effect, leaving a completely clean area⦠So far, subtraction would need to occur only when the camera is inside the sphere, otherwise you would be seeing a hole (of half a hole when you have a dome) where the city is and is not desirable, since what you want is to get rid of the underwater effect while inside the dome.
I dont have anything ready for , but Im sure you will be able to accomplish if you do the research⦠there is such effect in a tutorial somewhere in the internet.
You could give me a year of research and you would still find it out before me within 5 minutes, but Iāll do my best and check the internet⦠I just know that Iām terribly bad at it
Well, I told you what you need to accomplish what you want, which is already hard to find people to simply give the info⦠you probably will not find āthe complete solutionā, but info on the parts that you would gather, understand, and put it together. While, nothing would please me more than doing it all and made a show about it, I also do need to understand that future generations (Im 50 years old atm) need to learn how to get there and is the same what I do with which works with and for me. I will grow as a professional in a solid way doing !
Been googling/youtubing around for couple of hours now and doesnāt understand anything nor feel like Iām getting anywhere lol.
Ima just take a break for now and deal with it another time, and/or just make a thread about it cuz if I were to start edit and playing around with the post process material I would most likely just ruin something. Like you said I will most likely never find the complete solution, which just makes everything even more confusing, being able to tell what would help me and what wouldnāt lol.
But yeah, for now Ima just take a break from it before my blonde head explodes.
Thank you anyways for the help so far (Y)
Good evening :
I am having a where upon restarting the engine [v18.3] I am unable to control the wave size and speed any longer. I have been struggling with and would greatly appreciate if there is anyone that may shed some light on the subject for me please. Any help at all will be greatly appreciated
Thanks in advance for your time.
Inside the BP_Ocean, look for the section Manager and the values to control those features are called Global Wave Amplitude and Global Wave Speed respectively. I have checked and everything works fine with version 4.18.3.