I have not used VGXI yet so… I have no idea xD I will check it out when I have time.
Can you open one of the materials and see if there are any compilation errors? I guess materials have specific requirements to run with VGXI.
Also in the BP_Ocean settings try using one of the shaders without SSR, see if that works.
About the wet map, that has more to do with the landscape material setup so it’s not something that I will focus on any time soon (first we need some proper terrain at least :p) but eventually, sure xD
Yes absolutely, you can use it in your project any way you like (or else what’s the point?)
Project is under the MIT license (basically you are not allowed to sell the project as is but everything else is good).
We only ask that you give credit and link to the project, but that’s not really mandatory it’s more like a “thanks”
You can’t import .uasset files but you can copy the content files directly to your project’s content folder or you can use the migrate option.
I have also put up a guide in the wiki recently
https://.com/UE4-OceanProject/OceanProject/wiki/How-to-add-to-your-project
Currently github has only the 4.7 version yes, but soon I will add a 4.8 branch there.
From what I read that’s a tessellation bug with flex
https://.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration&p=299133&viewfull=1#post299133
I saw a pirateship in a few video’s, are these included in the files?
I want to create a pirateship multiplayer battle game, so maybe I can help a bit or make a game with the created models?
I have a small question/issue, So i got it all onto my project and all works well, I highlighted the , pp, and volume at the same time to move it to fit my leve, and when i click play the pp that makes it look like its under water is fine until u get to the very top of the water and then it goes to underwater right before the underwater part, i have moved it by itself and it snaps even with grid off to a foot below the water level or right above the water level.
Great work all around
I know is probably an just with 4.8 but has anyone any look cooking plugin with their project? I have even tried the newest 4.8.1 in the 4.8 source branch and no luck. The packaging keeps failing.
Hey Im getting a crash when I try to respawn. We do have our own respawn system built into our character and I know that in the build there is a respawn system I dont know if that could be part of the.
Here is the crash information that pops up:
Access violation - code c0000005 (first/second not available)
Error 1 error C1083: Cannot open include file: ‘AssetEditorMessages.generated.h’: No such file or directory E:\Unreal\Epic Games\4.8\Engine\Source\Editor\UnrealEdMessages\Classes\AssetEditorMessages.h 5 1
Not sure why the engine doesn’t have that editor class generated. But that seems to be my hiccup.
Okay please let me know if you find a solution, I’m also interested.
Well it is unusable, no argument there none of is a complete solution. The ships are only meant as an example.
Disconnecting the torgue doesn’t change anything for me, as soon as the ship gets some momentum, physics are going insane.
I would not use the per-poly collision ship because of the unstable physics. Although the simple collision boat has problems of it’s own as well.
To avoid the snapping, you can try moving the volume manually by increasing the Z coordinate value.
Not entirely sure why happens yet but my suspicion is that it’s because of the infinite system I’m working on it.
Sorry I think is also because of the infinite system… I missed a few null checks for the pawn and so on for now try to open BP_Ocean and disable ticking on the infinite system component.
There should have been an update days ago but I keep finding myself busy with other stuff, sorry :rolleyes:
So now Im trying to create a build and Im getting a failed build in VS:
1>------ Build started: Project: Get_Golden, Configuration: Development_Game x64 ------
1> Parsing headers for Get_Golden
1> Reflection code generated for Get_Golden
1> Performing 21 actions (4 in parallel)
1> PCH.OceanPluginPrivatePCH.h.cpp
1> CustomFunctionLibrary.cpp
1> OceanPlugin.generated.cpp
1> InfiniteSystemComponent.cpp
1> CustomVehicleController.cpp
1>C:\Program Files\Unreal Engine\4.8\Engine\Source\Editor\UnrealEdMessages\Classes\AssetEditorMessages.h(5): fatal error C1083: Cannot open include file: ‘AssetEditorMessages.generated.h’: No such file or directory
1>C:\Program Files\Unreal Engine\4.8\Engine\Source\Editor\UnrealEdMessages\Classes\AssetEditorMessages.h(5): fatal error C1083: Cannot open include file: ‘AssetEditorMessages.generated.h’: No such file or directory
1> TerrainGenerationWorker.cpp
1> ProceduralTerrain.cpp
1>S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Plugins\OceanPlugin\Source\OceanPlugin\Private\Terrain\TerrainGenerationWorker.cpp(31): warning C4996: ‘FRunnableThread::Create’: Function deprecated. Use FRunnableThread::Create without bAutoDeleteSelf and bAutoDeleteRunnable params and delete thread and runnable manually. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1> C:\Program Files\Unreal Engine\4.8\Engine\Source\Runtime\Core\Public\HAL\ThreadingBase.h(256) : see declaration of ‘FRunnableThread::Create’
1>S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Plugins\OceanPlugin\Source\OceanPlugin\Private\Terrain\ProceduralTerrain.cpp(95): warning C4996: ‘ConstructObject’: ConstructObject is deprecated. Use NewObject instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1> C:\Program Files\Unreal Engine\4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h(2717) : see declaration of ‘ConstructObject’
1>S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Plugins\OceanPlugin\Source\OceanPlugin\Private\Terrain\ProceduralTerrain.cpp(143): warning C4996: ‘ConstructObject’: ConstructObject is deprecated. Use NewObject instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1> C:\Program Files\Unreal Engine\4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h(2717) : see declaration of ‘ConstructObject’
1> BuoyantDestructible.cpp
1> FishManager.cpp
1> FishState.cpp
1> FlockFish.cpp
1> MarchingCubes.cpp
1> BuoyancyComponent.cpp
1> TerrainMeshComponent.cpp
1>S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Plugins\OceanPlugin\Source\OceanPlugin\Private\Terrain\TerrainMeshComponent.cpp(342): warning C4996: ‘ConstructObject’: ConstructObject is deprecated. Use NewObject instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1> C:\Program Files\Unreal Engine\4.8\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h(2717) : see declaration of ‘ConstructObject’
1> BuoyancyForceComponent.cpp
1> Noise.cpp
1> OceanManager.cpp
1> OceanPlugin.cpp
1> SimplexNoise.cpp
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Plugins\OceanPlugin\Binaries\Win64\UE4-OceanPlugin.lib
1> Total build time: 38.53 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ““C:\Program Files\Unreal Engine\4.8\Engine\Build\BatchFiles\Build.bat” Get_Golden Win64 Development “S:\Abyss_Development\Get_Golden_Game\Get_Golden_UE4\Get_Golden.uproject” -rocket” exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
We are all getting that one.
I think he’s referencing an editor message class so cooking for noneditor fails.
You’ll have to just play in editor until he updates it.
Build Development_Editor not game then you can load the editor with the plugin
Glad to see your still giving to the community TK, was worried! Good to see you , very smart approach to the wake, people always outsmart me.
Does anyone know why copying /content and /plugins (after deleting the previous oceanplugin) from TK’s beta to my old project it doesnt update ceertain stuff like infinite ? I even tried rebuilding from source with a blank Myproject.cpp/.h and .build.cs’s (even though I have no code)