Thanks. that pretty much clears up all my confusions. Amazing. Thumbs up. i added a terrain, it looks wonderful. and it has wet lens effect upon leaving water! Really cannot get far without your help. Thanks again. My next move would be creating a swim animation, and i notice currently it cannot dive but OceanProject can. And no buoyancy so it doesn’t move to the surface once it is under water. hehe.
Secondly: Is the Landscape Modulation broken with UE 4.19? I can’t seem to get it to work. Tweaking the settings back and forth and see no difference in behavior on shallow waters or near the shore.
The water volume isnt necessary at all, it just creates a resistance against the water. You will need to learn how to add the buoyancy from the example with the meshes, boat, etc. and setting the points accordingly, unfortunetely I didn’t it myself, so I can’t guide you through . There is an excellent set of swim animations in the marketplace for a fair price in my opinion, you should take a look. You will need to get used to deal with blueprint animations to make it right, but Im sure will worth the effort.
1st: Thanks the community and the initial creators, we do what we can to support !
2nd: I am not sure if there is anything broken, but I will take a look at it. I dealt with quite some time ago and I don’t remember out of my head without taking a look at the whole thing again by opening the project. The modulation could happen with the data from the landscape or when providing the hightmap which was used for its generation. There is a copy of the hightmap used for the terrain in the OceanProject. If the project is supporting correctly the data from the landscape without that hightmap is something I need to double check.
3rd: The documentation available is long thread to be honest and info at the : https://.com/UE4-OceanProject/OceanProject/wiki/How-to-add-to-your-project
When I get the opportunity to check , I will let you know.
The wiki “How to Add to my project” section says the simplest thing is, if I copy and other BPs to my level from demo project, avoiding manually set different parameters.
I can copy the and Fish BPs but I cant paste. UE4 doesnt show any error just no paste happened in my level (Paste item is active and I see the copied stuff in text if I pase it for example to notepad).
What I do wrong?
thanks
Copy items from one project to another is accomplished using the mouse right-click and choosing Migrate. Once the window open to choose the destination project you need to choose the Content folder of the destination project . is the best method of copying, since it will also migrate the dependencies. However, has a C++ plugin that you will need to copy manually. I have posted in previous comments, the step-by-step for creating a new project, since it includes the plugin copy procedure.
PS: When migrating, you can do it on the folder level and it will also do on all items inside that folder.
I have the following problem with Underwater level/scene, it works fine in Preview and Standalone modes but crashes if I package the project.
It doesnt find a FlockFish struct or source, but I copied all stuff as described, the missing source is also in Plugins.
Any advice?
Does the packaging work with the original project? Just to make sure our contents are the same.
PS: I checked there, all works. Maybe when you migrated, it only migrates the stuff you was using, anything else not copied and if you try to use, like the fish and fishmanager, they uses componentes created inside the C++ plugin. then you will also need to migrate the Fish folder.
I’m having some trouble with . I’ve tried using the wiki guide for implementing , and I’ve done multiple attempts. The weird thing is that, each attempt has had a different outcome. The first time, none of the blueprints would copy over from Project’s world outliner, but everything else copied over just fine (directional light, fog, etc). The second attempt, BP_Ocean2 was the only blueprint to successfully copy over, and everything else still copied over just fine. Why does Unreal prevent some or all of the blueprints from Project from being imported into my world outliner? And how do I get around ?
I have checked the code and everything for the landscape modulation is there and the code is sound, but for it to work you need to feed the heightmap texture inside the Manager section in the BP_Ocean blueprint… beware that there are two heightmaps asked for the blueprint, the 1st one are for the waves, the second which is inside the Manager section is the correct one.
When I tried rendering out a series of JPEG images with the sequencer, the waves became very choppy and do not look good at all…is there a current workaround for ?
EDIT: It’s the LOD on the foam I think. Let’s say computing power wasn’t a problem. How can I out the LOD of the ?
The foams are just placed on the wave crests using a simple height calculation. The material is set into a plane surface which moves with the camera in order to make you think the is infinite, when in reality it is not, and plane has its triangles with more density near camera and less triangles far away. I think the result we are seeing here happens because the camera used with Sequencer is not the one repositioning the plane, meaning you will have less triangles depending on the spot you are in, meaning you will lose height for the waves since there are less triangles to make the displacement look better.
I will check the code and try to tell you if is precisely whats going on and how to workaround . My first thought without taking a look at it, is for you to save the character attached camera position and drive its position with Sequencer for later you recover the original position.
I tried moving the character that is default in the scene, and unfortunately, that did not fix the problem. I’m hoping there’s a way to change that in the blueprint or something! Thanks for your response!
thanks, but unfortunately after migrating Fish, I see all files from Fish folder are in my project, but it still doesnt find superstructure FlockFish and crashes. (only in packaged version)
In the post 2368 above there is a complete set of steps on how to add it to a project. First thing thou is download it from GitHub and be able to successfully run it.