Hey have you found out how to fix ? I’m struggling with the same…
I have updated the plugin code… should fix the packaging and all other issues caused by the infinite system.
Delete the plugins folder and add .
Let me know if there are any more issues.
Great work :), Thank you.
What are some of the plans moving forward with your community plugin.
Changed the plugin folder and now am getting:
>------ Build started: Project: , Configuration: Development_Game x64 ------
1> Performing 6 actions (2 in parallel)
1> PCH.UELinkerFixupsName.h.cpp
1> PCH…h.cpp
1> UELinkerFixups.cpp
1> [4/6] Resource .rc
1> .cpp
1> [6/6] Link .exe
1>LINK : fatal error LNK1181: cannot open input file ‘HACD_64.lib’
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: P:\Unreal Engine 4\Binaries\Win64.exe
1> Total build time: 43.07 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ““C:\Program Files\Epic Games\4.8\Engine\Build\BatchFiles\Build.bat” Win64 Development “P:\Unreal Engine 4\.uproject” -rocket” exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Also it still does not let to package the project.
I’m not getting any errors in VS, but I still can’t package the project.
Edit: Updating my old project didn’t work, but for some reason making a new project with the new plugin did work.
Thanks for your effort
Not sure why it still fails to package for some of you guys… make sure to delete the plugin folder first or you might be left with some removed files.
Also delete the intermediate folder and any folder left previously by the packaging build… it might explain why it worked in a new project honaj.
I don’t know if it matters or not but you might need to be on 4.8.1 if you are not already.
I will be uploading the 4.8 project version to today, you should see a 4.8 branch so make sure to update, there a couple of new minor things such as distance fade for the foam so it doesn’t look like a tiled texture mess from distance.
Also I changed some of the branch names…
4.7 = former TK’s-Dev branch
Experimental = former branch (outdated but includes procedural terrain example map and some wip fish code updates by )
Edit:
4.8 branch is up https://.com/UE4-/
For those getting the AssetEditorMessages.generated.h error. is how I addressed that in the original 4.8 source:
In Plugins\OceanPlugin\Source\OceanPlugin\OceanPlugin.Build.cs:
Remove the reference to “UnrealEd”.
PublicDependencyModuleNames.AddRange(new string] { "Engine", "Core", "CoreUObject", "InputCore", "PhysX", "APEX", "RHI", "RenderCore", "ShaderCore" });
In Plugins\OceanPlugin\Source\OceanPlugin\Private\InfiniteSystemComponent.cpp:
Modify:
#if WITH_EDITOR
#include "UnrealEd.h"
#endif
And in Plugins\OceanPlugin\Source\OceanPlugin\Private\CustomFunctionLibrary.cpp:
Remove the include for UnrealEd.h. That is not needed.
Then rebuild the plugin. You can now package. Of course the infintesystem tick in editor will not work.
just for curiosity sakes
would it be possible to add plug-in to the market place? I know is a community project, but it would allow for easier downloading, and the source-code can still be edited, if someone choices
Personally I’m not that interested in submitting into the marketplace (github allows for instant updates etc.) but if there is demand for it and Epic improves the submitting process then maybe we can work something out in the future once the project is more polished and “marketplace worthy”
Question: Are you guys still having troubles with packaging?
Question #2: What would you like to see next? (choose one)
-
Improve the sky system - Better clouds, correct sun/moon orbits based on time of year, seasons, weather etc.
-
Improve the map - Island terrain with docks, vegetation, wet map, and better transition/fade the wave amplitude near the shore (I might be able to feed the terrain heightmap to the shader and buoyancy system).
-
Keep improving the shader - Stormy , add setting presets (calm, rough etc. maybe Beaufort scale), add more gerstner waves option (currently the shader is using only 8 waves but a 16 or 32 version could improve the look with “acceptable” performance hit)
you could ask Epic about it, since it’s would be Free and is a community project, they could make an exception about the whole market place thing. I also think it could be a way to get it out to more people to test the plug-in, since there are people that use the engine but don’t use the forum, and Epic does make a blog when projects catch their eyes
Sorry I havn’t tried packaging my studio is very tight knit and were still in PIE stages.
I’d say 3. Thats what sets it apart. We have TrueSky and the sky looks great as is and anyone with enough time can creat their own time of year setup which could affect the weather if its exposed to BP’s. The map… anyone using the stock map setup is just playing around with game ideas, once they get into their own terrain would that stuff really apply?
Just my thoughts.
Posted with my 2ndary account accidently logged in. #3 for sure. Thats what drew me into project to start.
Havn’t tried packaging it yet, sorry TK, cant develop as fast as you release!
Hello
I have a problem with the dynamic . The spawns and I can see the texture of it moving, but there isn’t a difference in wave height (it’s just a flat surfaces).
I followed the tutorial about how to add it to your project.
Does anyone know how to fix it?
Thanks and I’m sorry if is an frequently asked question.
The Sky is not updating for me… But then again I can’t complile it I get the error below, anyone got a clue?
Info Location: C:\Users\Documents\Unreal Projects\Desolate_Pandora\Intermediate\Build\BuildRules\Desolate_Pandora_EditorRecompileModuleRules.dll
Info ERROR: Couldn’t find target rules file for target ‘Desolate_Pandora’ in rules assembly ‘Desolate_Pandora_EditorRecompileModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
Info Target rules found:
Info UE4Game - C:\Program Files\Epic Games\4.8\Engine\Source\UE4Game.Target.cs
Info UE4Editor - C:\Program Files\Epic Games\4.8\Engine\Source\UE4Editor.Target.cs
Info
Could you tell me please how to change Time of a Day throw custom event???
Example - I press “1” set default Hour to 12.0
Could you make screenshots of a scheme or Video or description Please???
Get a reference to BP_skydome. Use it as a getter in your BP, then drag off it and Set defaulthour = 0-24
You could for example Go KeyEvent(1) -> GetAllActorsOfClass(BP_Skydome) -> Get(0) -> set defaultHour(12.0)
I vote for 3, and then 2.
It looks like we are able to flesh out the weather/lighting system on our own and can plug in the lights to the .
Hey, I tried rebuilding the OceanPlugin with my source built UE4 but I seem to be missing some include file or something because there’s a couple of dependencies that can’t be identified:
Error error C3861: ‘P2UVector’: identifier not found -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 74
Error error C3861: ‘P2UVector’: identifier not found -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 95
Error error C2228: left of ‘.Z’ must have class/struct/union -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 100
Error error C3861: ‘P2UVector’: identifier not found -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 100
Error error C2228: left of ‘.GetSafeNormal’ must have class/struct/union -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 127
Error error C3861: ‘P2UVector’: identifier not found -4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 127
I tried googling around a little but did not find any solutions. I don’t know what P2UVector is but it appeared to be connected with PhysX so I went into The PhysX and APEX solutions, built those and then tried rebuilding the engine. Didn’t change a thing. What am I missing here?
What are you trying to do exactly? all the includes are there so not sure why you would be getting these errors
should be in BuoyantDestructible.cpp
and these should be in the build.cs public dependency modules