[Community Project] WIP Weather & Water Shader

Hi guys!

I’m triying to resolve some erros that I have with it…

Now, first of all, what I did is download the “OceanDemo” that provides to us:

(I’m in UE 4.6.1).

To use it… I have to use project and modify it by myself to make my own project?

Or I can do it different? (I want to remember that I’m in 4.6.1)

Thanks!

Sorry, that’s something I have been meaning to do (create a 4.6.1 version of the project with the plugin on ). From the link in your post it will be MUCH easier to use that project as a base, but with the plugin version that is not necessary.

Are you able to upgrade to 4.7? I will need to re-create the project with the plugin for 4.6.1, was planning to do that over the weekend before all the plugin issues. I will try and get to it over the next couple of days.

Thank you very much to answer me!

Well… My intention is not to upgrade to 4.7, because I’m doing a subject of UE4 at , and in class we have 4.6.1… And it may be cause some errors…

If in class, I’ll be able to install 4.7.3, I won’t have any problem with the plugin no?
It it’s correct… I’ll try to do it.

Thanks!

EIDT:

Now I’m triying it at home with 4.7.3…

Can you give me the instructions for using it well?
I was searching for it, and I didn’t found.

Thanks another time!

Hey running into some issues with the Buoyancy so if I make a pole in the water with only two test points and assign one a +1 and the other a negative 1 the object will float in the middle and not toss or turn to the negative facing the bottom like it should. If you could build it for me and test to see if my version of the project is corrupt that would be great

Hang on, I think its just my objects mass if I increase one side to +45 and then the other to -45 i finally see a topsy turny

Just realized the caustics and day/night cycle, swimming have all been implemented. Cant wait for weather the lightning asset is soo beautiful. The night time is so realistic too. I dont need to design a level I’ll just use your setup for the lol.

No crashes, amazing performance, looks beautiful. Ahhhh.

So is there anyway to use per-poly collision for everything but physics?
Have the simple convex geometry for physics, and everything else collides per-poly with certain elements of my ship?

Cause the kind of collision system needs for the physics to work properly is not compatible with the kind of collision that players and props need to collide properly with the ship.
I either need to use both for different situations, or have 2 different convex collision sets.

Or the system needs to be able to pitch, roll, and the ship without a collision model or even without physics.

Finally, I used the created project for 4.6.1 and adapt it with my Project :slight_smile:

Thank you for all! When I have it so cool, I’ll show it to you! :stuck_out_tongue:

Hey guys,

Fantastic news. My friend and I have been working on a branch off of 's oceanDemo and we have implemented both caustics and fish AI!!! Check it out on (The underwater dev branch). And screenshot below for proof.

http://ibin.co/1vCVhIcSwdt9

Testing out the underwater dev branch now, may be more of what we need to build off. Think bringing your periscope up and seeing the yellow submarine fly by as an easter egg hah.

Edit: The caustics and vignette look great and the fish are nice I’ll have to see if I can keep the perforamnce up on 16 tiles. It instantiates so many fish as it is on 1.

You can control the amount of fish that spawn via the fish manager :slight_smile:

Your making a ship that people can walk on right? I had to create my own custom collision setup for that to work and its a pain, but it works.

Yep. I hope the fish AI becomes a part of the branch that can be used or not that would make it great for no worrying that youll fall behind elses updates and viseversa.

Don’t see any problem with that. Just switch to branch, pull, change branch and merge. Kaboom - you have an up-to-date code in your branch

It was only added last night guys! :stuck_out_tongue:

But yes it will be merged, going over the changes morning and will push it to shortly!

The branches with “Dev” on the end will be for us working on new features before merging them back. Just makes it easier to test out new things.

EDIT: Ok it has been merged now :slight_smile:

I’ve been following thread for quite some time and wow, you guys are insane! (in a good way :D)
Are there any changes to the skydome as well or is the same like before?

It is pretty close to the way it was before currently, with some minor improvements. However since I have some extra help with the I was thinking of giving it an overhaul, adding in some of the features listed on the Trello board. In order to fully implement the Beaufort scale it would be ideal to control both the weather and , but I will keep them separate enough to be used on it’s own for those who prefer one or the other.

So expect some changes coming soon to the weather side of things soon!

Thank you for the heads up! I’m really eager to see more ^^

SO excited for weather. You guys’ll have plugin better than anything in the video game world before I have time away from my project to help :frowning:

Nice work! You’ve been busy :slight_smile:

Thanks,

Hope you all enjoy!