Oh wow I didnāt realize you were making an FFT , thatās ! Looking forward too it, I will be a day one buyer, and I know a lot of other people will buy it too!
We could maybe find a way for people who buy it to use it seamlessly with project (instead of the Gerstner waves) if you want. That was what we planned to do when had started working on one a while back, he too was planning to put his on the marketplace, but hasnāt worked on it since last fall. Canāt wait to see what you come up with!
is anybody else having problems with the āwakeā material too? I think since updating to UE4.17 (or maybe 4.16) the wake is almost invisible. Iāve played a bit around with it and I think it has to do something with the wake materialās translucency, but so far I wasnāt able to determine whatās really causing itās invisibility.
Maybe somebody else here already found a solution?
There is an opacity value for the wake material which you can set. Probably it looks good for the original colors found in the project, but you might need to tweak it when the colors are darker or lighter.
I know, that was one of the first things Iāve played around with. But for me the wake doesnāt even show up in a fresh, untouched " project". Although by looking at the shadow complexity (F5) during gameplay itās visible that the actors for the wake get spawned properlyā¦
Iām actually trying it again with the default Project on the āIslandMapā and UE4.18.3
Thereās no visible wake behind āBP_Fishboatā, although Shadow Complexity view (F5) shows that the actors for the wake get spawned. I think itās like that since UE4.16
BTW, if you change the base color of the wake material to a plain red, and the opacity to 1 you can see a slight darker shadow in the water, so the material itself is really there, itās for some reason just almost invisibleā¦
Yeah I can see what you mean, itās doing pretty much nothing at the moment⦠Iāll keep working on it today and see if I can figure out whatās going wrong, probably a material setting, but will let you know when I figure it out!
Yes, Trello is back! Still needs a lot of cleanup, but itās somewhat usable now.
Once I finish getting the project into a clean and (as close to) bug free state as possible over the coming days, yes I will be working on it. I canāt promise any time frame right now, but itās very high on my list as many other features depend on it, so I hope to have more news on it soon.
is probably overkill, but I started to set up a little Discord server for people to get help with the project and share ideas/code a couple evenings ago, is anyone interested in something like that?
You need to click on the channels at the left, like the lounge where ppl chat more⦠you can basically type in and people will respond⦠we saw you there, but you wrote nothing when we sent a hello
thread is becoming a bit unmanageable now that it is 63 pages, 2500+ posts. thread was started in 2014 and there are many posts here that discuss features and issues that either no longer exist, or have been changed so much the information posted is incorrect. So I would like to know your opinions about how to proceed.
Hereās a quick poll I whipped up:
If a new thread is created, thread would be locked so no further comments can be made, but all posts will remain untouched. A link would be provided in the first post on the new thread back to here for reference.
I also would like to move discussion over to the Community Content & Tools section instead of Work in Progress. is of course still a WIP project, but has enough features to warrant the move.
Thanks for your input!! And donāt forget to join us on Discord if you need any help with the project, or just want to chat.
@MagicBlueFrog I got the bug listed now at link: Unreal Engine Issues and Bug Tracker (UE-59149), so it was indeed reproduced by the dev team and is on the track for a fix. It is useful for to help out by going to the and vote it for more attention for a fix.
āāāāāāā
Update: I think Iāve found the problem already, The āTranslucency Sort Priorityā of the wake was too low, it was set to 0 for both the plane and the wake mesh, so the engine didnāt get the order right for rendering, and rendered the plane on top of the wake plane. By giving the wake plane a higher Translucency Sort Priority" than the plane the problem is solved.