Hi there. Thank you soooo much for the great work.
I am a newbie to UE4 but is asked for a like scene by my boss. I find your work quite helpful, though I couldn’t understand a word of it.:rolleyes:
Anyone could help me out ? I download from the 4.8 version. I am using UE4.8.1 on . Does compatible?
The water looks like image below. I hit play, still nothing changes. What’s wrong with it ?
Thank u in advance~~~
Unfortunately I cannot officially support/ since I’m a windows user and have no way of testing it so you can always expect problems in these platforms.
However if you have any errors, then I can try to help (otherwise I would just be making random guesses :p).
Try to open some of the materials and see if there are any compile errors.
Hi.
First of all I want to say project is . I try to learn from it because my shader-skills are not that great.
So I transferred the material to my project and I also made my own OceanBP which sets all the Material Parameters like project. However in my project I can sort of see through the waves and see the next one which looks very strange.
Can somebody tell me what causes ? I compared my material to the material in the project but I don’t see any differences. Maybe something else? Are there parameters that are set outside of the OceanBP?
Here is a picture:
Best regards,
-Joey
It looks like SSR or SSS or refraction or something is getting a null value of some sort. Compare a clean git download to yours is all I can suggest, try playing with the /+SSS/+SSR+SSS/" " + Cubemap setting?
Best regards,
-Joey
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I was using Triton. I prefer setup of it even if I hate UE4’s constant bugginess/corrupting projects and having to learn c++
Okay thanks for the quick reply. I will compare further
EDIT: Figured out that I didn’t have the depth-Plane in my Blueprint… Why is needed?
EDIT2: If anyone is making their own ocen_bp and faces the same problem of the becoming invisible at some points after adding the depth plane -> make sure you start with a normal empty actor -> not a static mesh actor or anything -> because some static mesh lighting and rendering options are greyed out on static mesh actors (actors can be reparented in the file menu in the editor).
Thank you for the quick reply!!!
I am not sure whether there are any compile errors… Does everything look OK in the pic below?
From what I read might be because of the SSR.
Relevant answerhub:
questions/248097/material-compiling-errors-with–and-translucent.html
Can you try some of the other materials (like M_Ocean, M_Ocean_Old)?
Also if you select the BP_Ocean from the level, you can choose the shader to use under the Appearance category… try them all and see which ones work
Thank you very much for the replay.
Unfortunately I tried all you said, but no results. I also changed the shader in the Appearance category with nothing happened.
I happened to notice that there is a thing called “Shade Model4/5” we can choose from, which may have sth. to do with my situation? :rolleyes:
The problem is that why do I only have Shade Model 4??
I am using a quite new iMac with “NVIDIA GeForce GTX 780M” which should support Shade Model 5…Any ideas?

Hmm okay so the M_Ocean_SSR is not compiling because of the SSR (has been fixed in 4.9 as far as I know), but then there is the 16 sampler limitation which prevents it from working.
So I guess there is no way for it to work in unless the shader is stripped down to reduce the sampler count, which means the foam and perhaps some of the normal maps will have to be removed.
I will try to make a stripped down version at some point.
and do not support shader model 5 at the moment since they are using OpenGL instead of D3D (so basicaly only windows with DirectX 11 supports SM5 for now).
It’s probably going to be supported at some point, it’s either a matter of OpenGL getting up to speed (in which case might take a while :p) or OS X needs to update to latest OpenGL (?).
Could someone with confirm whether works or not? or is the 16 sampler limitation also the problem there as well?
Hi, I would like ask about buoyancy.
I checked OceanExampleMap_02, with simple and tried to add my ship.
The FAQ on says I have add Buoyancy Movement Component to my blueprint, while the ship blueprints used by demo maps have Buoyancy Force? (though for me, neither work unforunately…)
Which one I need for buoyancy?
Also the doc says I should tweak with Mass in kg, but didnt help - no buoyancy…
Yeah unfortunately DirectX is required for more than 16 samplers… Which means only 6 Texture Samplers are usable by us in the material (with the rest going to lighting/material properties).
We’ll have to try and pack every texture as grey-scale and re-build it back in manually, for example we can fit 2 normal maps in one texture (using only the R & G channels of the original) then re-adding in the B channel, which is usually close to a value of 1.0. might slightly reduce the graphical fidelity since the B channel is not usually 100% blue, but it shouldn’t have too much of an effect on the looks.
Not sure what the current sampler count is at, or how we will go about reducing it, but it is something we will look into @juii. If we pack them down enough and use noise generating functions I think we can get it low enough, but it will reduce the quality of the water surface somewhat.
Hi, I would like ask about buoyancy.
I checked OceanExampleMap_02, with simple and tried to add my ship.
The FAQ on says I have add Buoyancy Movement Component to my blueprint, while the ship blueprints used by demo maps have Buoyancy Force? (though for me, neither work unforunately…)
Which one I need for buoyancy?
Also the doc says I should tweak with Mass in kg, but didnt help - no buoyancy…
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Hi there,
The info on the wiki is outdated and will need to be replaced, it is set up using the old system which will be removed from the plugin in the near future.
You will not be able to use the OceanExampleMap_02, the surface in that level is an older version we were using for testing. Please use the “OceanExampleMap_01” instead, or create a new level if you want. Creating a new level will require a lot of setup and knowledge of the systems used, so I highly recommend modifying the _01 map instead.
For buoyancy you will need to use the BuoyancyForce component similar to the other boats / ships. buoyancy requires the new surface to operate, so it won’t work with the other map.
Hope that helps!
Thanks , I checked now with 01 map, and made a copy of BPManowar and for a first test I just replaced the mesh in the new one.
Ship inmediately sunk, see attached image for fun
When I have time I will check/compare original BPManowar blueprint what could be the difference…
The mesh maybe need some setting I missed? (static mesh imported from 3dsmax fbx)
Thanks a lot~~~@TK
Though the problem may be nowhere to solve within a short while, at least the reason is clarified. Thanks for your kind help.
I really appreciate that if you could try somehow to reduce the samples and help me out.:o
Another thing is that if only you could provide some sort of tutorials at some point from the very beginning for beginners like me.
You will have a bunch of followers! I really like your work, and would like to contribute if I have enough knowledge to in future. ^^
Any news on updates for both the and the sky/weather?
Getting there

Hi guys, I just wanted to know what do you think about the cloud. I custom the material and the blueprint to get fully control of it.
else succeeded to add buoyancy to own objects?
I agree with joshezzell. Are there any updates regarding the sky/weather?
Ship has no bouancy
I copied the body, sails, flag and BouancyForce component of the Man of War to my own ship blueprint. But I have some problems:
- The ship falls through the , if I enable physics.
- When I disable physics and enable ‘snap to surface’, it does float, but goes only up and down and goes not (like the Man of War) first up with the front and then with the back, like a real ship on waves. (screenshots required?).
Did I missed something?
Secondly I have some questions about the SkyDome. Lightning doesn’t seem to work, while playing in the editor, is a bug? Is it possible to change the clouds, lightning, etc from anoher blueprint, like a checkpoint or something? I tried it with casting, but I couldn’t get it working.
Can you help me with ?
Thanks in advance and if you need extra explanation, let me hear.