I am wondering if my issues are related to file name case issues.
Ha Ha, I just now seen post, sorry. I donāt know why, but I see some outlined movement with the in your branch but none of the materials images show, even in the content browser. I guess we can wait for a 4.8 version then. thanks for plugin with example.
I got it working for me.
I had to change line #67 in /Plugins/OceanPlugin/Source/OceanPlugin/Private/BuoyantDestructible.cpp
from:
physx::PxRigidDynamic* Chunk = Each.Actor;
to:
physx::PxRigidDynamic* Chunk = DestructibleComponent->ApexDestructibleActor->getChunkPhysXActor(Each.ChunkIndex);
Now just to figure out why the shader/material/graphics are not working out too well. All the ships and floaties work, I donāt know about the fish though, if there are any.
http://i.imgur.com/4sv0wXq.png
EDIT!!
The fish level works but the shaders/material are broke on that level also.
EDIT!!
in the material blueprint window for M_Ocean I got messages in the Stats window.
[SM5] Shader uses 17 samplers exceeding the limit of 16
[SM5] Shader uses 18 samplers exceeding the limit of 16
Ahhh cuz I only use your version because your work is also amazing, but when I went into the water it wasnāt swimmy like there was no up and down just him walking at the bottom on the floor so i thought it wasnāt swimmable.
So I started experimenting with the 4.8 preview⦠I added an option in the BP to enable the new SSR (screen space reflections).
is how it currently looks like:
No SSR:
http://www.mediafire.com/convkey/ccbd/bdpih5vx7dhw3vezg.jpg?size_id=8
(click for original size)
SSR:
http://www.mediafire.com/convkey/028f/44m1xgpw6tn30f2zg.jpg?size_id=8
(click for original size)
I have to say, reflections look pretty noisy, they change really absurdly depending on the camera angle(well thatās the nature of screen space I guess) and you have to use Temporal AA instead of FXAA.
I guess we will not have realistic water in UE4 any time soon⦠sigh⦠Epic⦠y u no like water⦠crying face
Did you have to change any of the materials to get it to work, or did that work out of the box?
The material worked out of the box for me (well excluding the SSR ofc, that had to be enabled).
Which version of the editor are you using? preview? ? (linux?)
I am using epics 4.8 on, there is an with the material. I can use about a of 12 texture samples, I think thats what its called, because it automatically use UTexture instead of the Shared Sampler because of the limitations on OpenGL. Looking at the commit they did for 4.6 and canāt see why it does not work on OpenGL. It only works on D3D, PS4, and XBoxOne. I tried looking into Array Textures but I do not know/understand on how to implement it in UE4. Hoping to get a solution that will work on all the platforms so there would not have to be any issues or special mats, but that may be whats needed.
Yeah openGL is limited to 13 samples according to the 4.6 release notes.
There are ways to reduce texture sample count so it shouldnāt be a problem I will try to optimize it a bit for the 4.8 plugin release.
Right now itās not optimized at all when it comes to texture samples.
I think there is also a switch node so we could have different nodes depending on directx, openGL etc. we will see.
@ - Iām using your branch as a base for a new level for my VR audiobook player, and one thing I found out after a lot of hair pulling late last night is that if you drop the near clip plane down to something thatās more suitable for VR, like 0.15 (instead of 10), it causes really nasty problem with the . If you turn off Gerstner waves it goes away.
Iām not familiar enough with the materials to do it myself, but I was thinking one way to work around would be to blend out the Gerstner waves after a certain distance. If thereās another way to fix it Iād love to hear it, too.
Weird⦠looks like the near clip plane is making that problem come back again.
It is caused due to a workaround that we have to use to fix the transparency sorting problem⦠look for the part in the M_Ocean material commented as āFar Distance Fix(?)ā and lower the value from 200000 to 15000 or so, you might start seeing wrongly sorted waves at distance though.
In the future I think it should be a good idea to have a set of parameters to fade waves and normals at distance to another set of displacement. That should also help with the repeating pattern that you can see when using a large plane.
Generally having the near clip plane down that low results in bad banding to terrain and static meshes anyway, so itās probably best to have the clip plane at 1 and keep the Gerstner waves.
I followed thread since the beginning and itās nice to see so much progress, but I have two questions.
Would it be possible to get a branch which only has the essential things in it? No ships or fishes just the and sky/weather, even though they look nice ^^
Otherwise Iām going to do it myself, but I canāt tell how far everything is entangled with each other, so I thought it would be a good idea to ask. (I do have to admit that I havenāt looked at the new stuff yet. Iām still using the old build with everything being BPs instead of code)
Second, am I under the right impression that TKās branch is the most up to date one or am I wrong?
Anyways, thanks to who puts effort into , you are doing a great job
Greetings,
Dakraid
Content stuff are pretty modular already, you can just delete all the content folders (such as ships and fish) and just keep the and Sky folders.
The example maps might not work if you do that but you can easily clean up a map (the UnderwaterFish map in my branch is already pretty empty for example, just need to delete the fish manager).
And yes, the TK branch is the most up to date currently (you can always check the commit log dates when in doubt).
Thank you! Canāt wait to play with the new stuff
Hi there,
I just downloaded and been playing with it for a few minutes however, question appeared. Once Iām importing a static mesh (boat) where should I start from to get it floating on the water properly?
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol āvoid __cdecl EmptyLinkFunctionForStaticInitializationOceanPlugin(void)ā (?EmptyLinkFunctionForStaticInitializationOceanPlugin@@YAXXZ) referenced in function āvoid __cdecl UELinkerFixups(void)ā (?UELinkerFixups@@YAXXZ)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:\CatsLife\Binaries\Win64\CatsLife.exe : fatal error LNK1120: 1 unresolved externals
I get that when I try to Package the project Win64 with the Plugin.
Update: If I disable the Plugin my project Packages just fine.
Place an instance of BP_Boat into the level, then replace the static mesh and adjust the buoyancy parameters.
To package plugins your project needs to have a source folder.
The easier way to do that is to open the project then go to File > Add Code to Project⦠and create an empty class.
You might also need to have visual studio installed.
i do have Source for my projectā¦
@:
You wrote, that the SSR are noise. Have you set their quality up to 100? Itās 50 by default. Settings are in the post process volume of the scene.
That usually improves their look, although iād really like to see some ārealā water shadersā¦or translucent shaders in general that support things likeā¦shadowsā¦or any kind of depth-based information. The current implementation looks like OpenGL from the 90s.
With that in mind, your results look pretty amazing in regards to what little possibilities you had to achieve them!