[Community Project] WIP Weather & Water Shader

It doesn’t work. I’ve tried to get the source code from but it gives me all the time “404 page not found” even logged in it.

.google.com/file/d/0B7Z9rT16MoBoOHFPWEkxUkxwOEE

Oh thanks! But how I execute it on UE4? That still works in 4.8?

NavMesh blocking volumes? Would the player really notice it?

, would it be possible to add a value for Skylight intensity during night in the new skydome? The current skydome has issues if you are trying to get realistic values for night and day. I am using 1.5 intensity during day and the directional light has a value of 6. Day looks great but at night shadows are pitch black (even raising things like exposure all the way up still has black shadows).

In a nutshell, we need better control over our day and night look so that both look attractive and the player is able to navigate. Maybe include the ability to have separate post processes blend together from day to night as well? I find night time is usually to saturated, but I have to add the functionality into the blueprint myself to blend between a night PP and day PP. would be an to have out of the box.

How long till the new skydome is done? Really looking forward to the features that the kite demo has.

So I have to update my UE4 version at point, which means I’ve run into the following errors again:

Error error C3861: ‘P2UVector’: identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 82
Error error C3861: ‘P2UVector’: identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 103
Error error C2228: left of ‘.Z’ must have class/struct/union OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 108
Error error C3861: ‘P2UVector’: identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 108
Error error C2228: left of ‘.GetSafeNormal’ must have class/struct/union OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 135
Error error C3861: ‘P2UVector’: identifier not found OceanProject-4.8\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp 135

Looking into PhysXIncludes, I can’t find any definitions for P2UVector, so instead I included “PhysXPublic.h” that did have one. Once I did that, I got the following two linker errors:
Error error LNK2019: unresolved external symbol “public: virtual void __cdecl ADestructibleActor::PostEditChangeProperty(struct FPropertyChangedEvent &)” (?PostEditChangeProperty@ADestructibleActor@@UEAAXAEAUFPropertyChangedEvent@@@Z) referenced in function “public: virtual void __cdecl ABuoyantDestructible::PostEditChangeProperty(struct FPropertyChangedEvent &)” (?PostEditChangeProperty@ABuoyantDestructible@@UEAAXAEAUFPropertyChangedEvent@@@Z) OceanProject-4.8\Intermediate\ProjectFiles\BuoyantDestructible.cpp.obj
Error error LNK2019: unresolved external symbol “public: virtual void __cdecl ADestructibleActor::PostLoad(void)” (?PostLoad@ADestructibleActor@@UEAAXXZ) referenced in function “protected: virtual void __cdecl ABuoyantDestructible::PostLoad(void)” (?PostLoad@ABuoyantDestructible@@MEAAXXZ) OceanProject-4.8\Intermediate\ProjectFiles\BuoyantDestructible.cpp.obj

I can easily fix these two if I just comment out the calls to both of these functions in BuoyantDestructible, but that results in the Engine crashing on startup. What am I doing wrong here?

I’m using the Promoted branch and I’ve made sure that both APEX and PHYSX have been compiled and included by UE4 as far as I know. And yes, ‘PhysX’ and ‘APEX’ are strings in the PublicDependencyModule.

Dear !
Sorry if the question was already, though I tried read all the thread.
First, the water is , great work!
You mentioned do you plan it free, it means I can use it in my future naval game? It is permitted? Showing your and project name in game is a bare minimum, but do you plan any restriction?
Im coding mainly with UE4 and C++, but I was thinking a lot on Unity, as it has more water/ assets, but the really useful ones arent cheap… The question isnt urgent as it is for future yet.

Another lame question, I see the ship rigged in the project.
If I plan a larger naval ship, it means I have to rig it for putting into your water? :slight_smile:

thanks,
Biga

also I have a crash with demo if I Play ExampleMap01 it in Standalone, though in editor view it works.

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 235]
Tried to get module interface for unloaded module: ‘LevelEditor’

KERNELBASE.dll {0x000007fefd3fb3dd} + 0 bytes
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() {0x000007fede9b7c0f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FOutputDevice::Logf__VA() {0x000007fede8710b8} + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::AssertFailed() {0x000007fede841e72} + 65 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FModuleManager::GetModuleChecked<FLevelEditorModule>() {0x000007fed2e9fbbe} + 222 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::GetActiveViewport() {0x000007fed31d3e70} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-OceanPlugin.dll {0x000007fec8ceb503} + 0 bytes
UE4Editor-Engine.dll!UActorComponent::ConditionalTickComponent() {0x000007fed67350bf} + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() {0x000007fed673e5a2} + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask() {0x000007fed6419535} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() {0x000007fed642b20f} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasks() {0x000007fede6f651e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() {0x000007fede6f674d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() {0x000007fede71bc02} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() {0x000007fed648bc80} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() {0x000007fed646d2ac} + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() {0x000007fed647a1a9} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!UWorld::RunTickGroup() {0x000007fed60b0f24} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!UWorld::Tick() {0x000007fed60b7bfb} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!UGameEngine::Tick() {0x000007fed5e58d6d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!FEngineLoop::Tick() {0x000000013f4242d1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMain() {0x000000013f4149cc} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMainWrapper() {0x000000013f414a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!WinMain() {0x000000013f4265c9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!__tmainCRTStartup() {0x000000013f4275d9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll {0x00000000771559cd} + 0 bytes
ntdll.dll {0x000000007738b981} + 0 bytes
ntdll.dll {0x000000007738b981} + 0 bytes

quick question.
Is it possible to have more than one BP_Fish_manager?
If so, how? I tried adding another one but it wont spawn anything

Thanks!

Yes, he would - because it’s a vr application wherein the player is not supposed to move, just watch the surrounding underwater scene.

Could you please tell me a little more about “NavMesh blocking volumes”? I actually don’t know what I should do now. Tried all of the NavMesh options incl. dynamic obstacle generation but they do not work as supposed. Thank you!

Great work, guys!
I’ve searched a lot and what i found here was the best.
To all who have problems with compatibility: On the UE4 4.8.2 version project runs fine.
Btw i have a question: is it possible to create a storm scene using ?
And if it is, how do i change wave height?

Does it run for you all in Standalone mode?
Here it works only in Play in Viewport mode.
Additionally I cant cook it, cooking is failed after some minutes…

After i tried to launch it in standalone mode it crashed.

About those crashes… looks like you are using the 4.8 version from that google drive link (which is outdated) in which case download the latest version from :stuck_out_tongue:
If you already are using the version from then it could be because of the destructibles (there is an engine bug that Epic still haven’t fix), in which case remove the destructibles icebergs etc. from the level.

For those trying to compile in 4.9, I will attempt to create a 4.9-compatible branch soon :stuck_out_tongue:

There’s a readme.md file which explains how to install it on UE 4. And no, it doesn’t work on 4.8. You need to slightly modify its code and also shaders. After that it will work

And let’s move to FluidSurface plugin thread if you want to have a further discussion.

Hey TK,

We were looking at plugin for some of our water shaders with our game as it’s looking great! But the license for it appears like it could be a bit of a problem for us. Can I ask if you intended to allow to be reused in commercial UE4 projects? Only because we intend to allow people to Mod the game we are working on in the future and therefore redistribution would be a part of allowing the community to play and dissect the assets/code etc.

We would be more than happy to link the project from our site if it’s something that we use.

Thanks for your time and good luck with the project!

I am so interested in project and I was going to use Unity to create my game but when I saw it was absolutely perfect for the type of game I want to make so thanks to project it has convinced me to become a UE4 developer. The only thing is as a complete novice to UE4 I am still trying to figure out how I can begin using asset for my project. I guess what I am trying to say is : How do I setup the structure/layout to begin my project with after I’ve downloaded it? Please help me. My biggest burden is figuring out. Do I begin creating my game by developing in the OceanExampkeMap_01 project or should I start a new Project and then import stuff from or something?

There is a “How to” for the project.
https://.com/UE4-//wiki/How-to-add-to-your-project

Im curious too…
I would also gladly pay if there will be a version for commercial use. Hehe but please no Triton Unity SDK prices :slight_smile:

Thank you.

Funny you should mention Triton. That was one of the solutions I was considering before I switched to UE4.