Hi, i just downloaded recently and it looks very good, but how can i trigger the 2D Wave effect? The ThirdPerson Character can step on it and create Waves
Nice plugin. I got it to work with world composition but it doesnāt save properly because when I reload the editor all of the objects in the World Outliner that are relating to plugin that I created in my previous session are no longer there. Also I couldnt figure out how to change the water level to something a bit lower. Best regards, .
I want crystal clear:
I sent a copy of OceanX, and he verified itās nearly a 1:1 copy of the shader. Down to the comments by .
ācause it is not only āinspiredā by project, it is a direct rip off, uses the same meshes, the material functions are the same, even the comments inside the materials are the sameā
Not to mention we are noticing copied parts from plugins, particularly the buoyancy.
has a CURRENT copy of OceanXY on gumroad that is also a near copy, please help report here: Contact Gumroad - Gumroad Help Center!
is not a dead project, and tons of work has been put in for a future release. And before anyone argues some fine detail, remember the spirit of project. FREE
You want to sell it as part of your game? Fine, but donāt stitch a bunch of stuff together and claim it yours!
Lets be clear again, there is no but. If you improve plugin, keep to the spirit of the project. Help project. (You donāt have to, but donāt sell it as yours)
Excuse me? They canāt go cross comparing a new asset to every forum thread or project. Thats insane, what they can do, is reject the obvious, and review when reported.
And complied? If he removed all the copied content, there would be nothing usuable left.
There is a reason moved it out of BP into c++, the same reason the weather simulator got pulled out of BP and back into c++.
The same reason NeOcean was going to go c++ FFT and Physical C ++
https://gumroad.com/l/NeOcean
Also, EPIC does not remove content from the market place because another seller CLAIMS infringment. (isnāt even selling it, so āsellersā is the wrong term) but after they can CONFIRM infringment (Wasnāt hard to do, the repo has been up way before Jonathanās stuff came out)
Also, donāt blame epic, GumRoad removed NeOcean too!
How do you change the sea level please?
If you are referring to the level of the water in your level, just to align it with your landscape, simply select the BP_Ocean actor in level and raise it up using the āmoveā gizmo.
Is that what you mean?
Yes thatās exactly what I mean thanks. So if I also want the third person character to appear to swim in the sea would I also have to place and raise/lower a āWaterSwimVolumeā so that the top of it aligns exactly with the top of the BP_Ocean object?
Actually you donāt need to worry about it if you have a BP_Underwater actor in your level and have both the and Swim Volumes set, you can even set it up so the swim volume follows your character around by enabling it in the BP_Underwater details panel. The BP_Underwater actor will automatically set the swim volume to the same level as the surface.
Just make sure these 2 are set and the Swim Volume extends far enough in your level (or enable the option to have it follow player)
On a side note, there has been a simple fix for a performance gain added to BP_Underwater to prevent it from performing things like the follow and visual updates on Tick unless the character is near the water, it will be in the next update (which will be out very soon!).
Superb, thanks Mr !
The underwater material cannot be seen in map of OceanStorm. The settings are the same as you say and are valid in other maps.
Can i use in my project ? , and how can i copy without breaking the code?
Yes, you can use in your projects, it is free. You are only forbidden to modify it and resell it in source form, please check the license file attached into .
As for copying without breaking you can refer to video, with a step-by-step. Just know that is a C++ plugin & Blueprint asset, so you will need Microsoft Visual Studio installed to make things easier. The video:
watch?v=1W6Z5XnUyAI
Hi,
First off thanks to all who have contributed to amazing project.
Iāve been having a lot of issues trying to get the buoyancy component to work, every time I add buoyancy to something like a simple sphere unreal engine instantly crashes. Not sure why as I can run all the example maps fine without unreal crashing. But every time I try and add buoyancy to a custom object like a basic sphere/ unreal engine instantly crashes when you press the play button. happens with all of the various type buoyancy components.
I can add the BP to my scenes just fine with no crashes, but when adding a buoyancy component unreal just crashes on play.
It seems like itās coming from the manager class and I have no idea why. I can also reproduce the crash in the example files by just adding the manager class
to the level. As soon as I do that and press play unreal will hard crash.
Not sure what Iām missing Iāve followed the tutorials for setting it up for your own projects and didnāt get any errors during the setup. I can add the buoyancy component items fine in blueprints
setup things up and compile and save the blueprints fine. But on play unreal instantly crashes.
using version 4.19.2 and the latest version of project from github.
Any ideas as to what is causing the crash?
Thanks for any help.
I will check for you, meanwhile why donāt you get in touch with us by Discord. It will make life easier and the amount of ppl online there might cast some light on other issues you may encounter: Discord
@skywaves I would have to look if in the history any related were fixed, but I have access for the wip version about to be released in few weeks targeting 4.19.2 and it is working fine. See if you are using the steps on video (I am uploading at the moment) :
watch?v=r2ZVnAkZAKI
, thanks for that video. It really helped with getting things to work, when i was first attempting to add buoyancy to my objects, I was following the buoyancy tutorial from .
After doing it your way without adding the manager class to the level it worked we no hard crash in unreal engine.
Many thanks again. The crashing was driving me nuts
Few post earlier I have posted another video on how to migrate the assets to another project and no need to tap with the C++ base classes, all can be correctly done with the blueprints deriving from them. Donāt forget to join the Discord server with the link I provided earlier aswel (if you didnt already), other tutorials like will be added and soon will release updates that will make asset even better!
Great, look forward to the updates. lāll also take a look at your other video as well and join the discord.
Thanks.
Is it possible for anyone to convert project to 4.20 Preview and share branch ?
I tried to do it myself but I got a few errors related to Visual Studio and Iāve no clue how to solve myself.
Donāt bother if itās too much work. I imagine 4.20 is pretty close to being released anyway
We are working several changes into the package and we are closely testing it with 4.20. The release will be almost same time and the package will be even better, stay tunned!
Ah thatās great news ! Canāt wait to try it out again