. Starting to get into C++ more and more thanks to your advice
Hello there,
i need some help, because my mapper is using plugin in our project; itās not a problem for him because it work, but when i try to open the same project in my computer, i have theese error.
problem solved.
Is the wake being added to the source on github? would add a lot to the look!
Itās not on since it was just a quick test and the result isnāt all that great.
I plan to work on it at some point but if you want version to play around with it, no problem I can upload it to
Welcome Back! Great to hear things are getting better. I hope I will be able to put some time in on project again soon too.
Yes please⦠that would be fantastic.
Upload it to a wake-proto branch? You never know people will start playing with the code and come up with something they share!
Thanks Dijon, it is great to be back finally. TKās done a lot of polishing & adding new features, it looks fantastic!
Hey thanks man. And it really has turned into an project hasnāt it! It looks fantastic, TKās done a great job!
Hey thanks, good to hear from you. How is your submarine game going?
Hey thanks Kyle! Hope you are enjoying your new job, Iāll catch up with you soon on Skype. Donāt worry about it though, I know you are busy
I have started working on the dynamic TOD/Weather/Calendar system again and am planning on using the KiteDemo system as a base to build from. It has nearly everything we will need already implemented, but it will need some work to add in missing features, and make the existing features work with the system. I will be adding in the āBeaufort Scaleā to the weather system to allow switching between various storm intensities, and will hook all of it in to control the sea states.
It has been a while so I was wondering which features are the most important to you in the near future? TK is working on boat wakes/splashes, and I will be working on the atmosphere/weather as mentioned. Are there any other major features you guys are looking for?
Also, I have a request for you guys:
Do any of you happen to have (or could make) some simple swimming animations for the Epic default character? I do have some that were made for a scuba diver, but I havenāt had any luck with retargeting them so far. If any of you are good with animation and want to add your name to the contributors list, please let me know either here or in a PM. Thanks!
Hey guys, the experimental boat wakes are now on (currently added only to the small boat).
Hey I told/asled TK already I think you all are working on it not really sure. but when you go to import it into your own level and move it all at once to fit ur level. when you get really close to the water it goes underwater effect right before u hit the water but if u try to move the volume by itself then it only goes a bit below or right above like it does not match up with the water exactly.
Thanks, that is a fantastic start. I did have to hook up WakeEmitter.WorldLocation.Z to SpawnActor.BP Wake.Spawn Transform Location.Z. My is not at 0.
Hello guys
is a great project.!!.. i searched a bit thread -without success- looking for instructions on how to migrate content into another project. I am guessing migrating all content with the migration tool and copying the plugin folder to my projectās plugin folder? or just merging the content folders?
Also maybe a bit of explanation on how to use BP_Ocean and the Manager work? Is there a wiki? maybe first post can have info?
Thanks in advance
https://.com/UE4-//wiki/How-to-add-to-your-project
I looked heavily through the kitedemo code and while its kite complex in parts is truely does have a lot of great stuff āfor the takingā. I will get a swimming animation done for the blue? grey? man. No problem⦠monday⦠tuesday⦠wesdnesday at the latest unless someones already started. Iām not a swimmer but hopefully I can find some animation references.
The weather system will be amazing, wakes also, infact any kind of ādynamic micro-displacementā is great. Work on the infiniteplane is nice but rebasing the world origin so you dont slam into the skydome is always a good little addition. Swimming is also obviously one thing missing from making a truely plug and play water system.
Bow wakes + regular wakes, ācuttingā through the water with a bow wake would really up the realism with any boats, as would dynamic splashing. around say even test points with a UV map particle system maybe, we experimented with it a bit never got that far.
Prop wash/rotor wash is another thing from Tritons āmissingā.
I was thinking last night biolumanisance from prop wash? Its from when the screws (props) spin the water up it excites the biolumanecent life up from below the surface and carrier pilots are taught to look for it if their instruments ever went out. Could be a little cheesy.
The foam also needs some tweaking out of the box IMO, maybe some blending between textures (I havnt even looked at the foam and SSR setup yet TBH). Underwater always could use some improvment (although very very much better looking lately.
BlueprintCallable, even pure/BPFunctionLibray nodes for people to get say current weight height +/- at 3vector 1230,1231, amount of buoyancy total on actor, ltitle things like that for debugging/creative uses.
Hows for a swim anim? [video]zippy.gfycat.com/BestBlondCatfish.webm[/video]
Only took about 30 minutes, placeholder quality? looks retarded from that angle haha.
I had an interesting save/load problem where my player character would load a short distance away from my boat instead of on it, maybe a physics? Changing the execution order to saving the boat location before the player location fixed it. Just thought Iād mention it.
Hey how do I make a crabbing game with .
Amazing!
That water shader looks amazing. There are not many water shaders available for free use as of yet but one is amazing
Little too broad. Youād need a boat, and blueprints/C++ to handle every aspect of the game, and depending on how you want to traverse the seas, origin rebasing or world composition.
If your trying to make a āDeadliest Catchā game. Its been done, and it failed horribly.