Any plans for 4.10 support?
The hasnt been updated in months so I assume nothing⌠try compiling it on 4.10 on vs '13 and '15 and see what happens.
PS in the last few pages Iâve seen questions being asked over and over agian that either a) have been answered before in thread countless times b)are due to not enough basic skills in ue4 yet or c)thinking a free community project is a answer for everything and will also receive support like a paid plugin (i could add d) no common sense)
Do some research in the thread first!
Hey , unfortunately I donât have as much free time to spend on the project as I would like, so you are most likely not going to see any new features from me any time soon (although I am slowly cooking something:p).
However I will be updating the project for 4.10 (as soon as the non-preview version is out) and any future releases, so you donât have to worry about that at least.
Korablev thanks for the instruction link. Helped me out a lot, youâre the best.
Your question already has been answered after your first comment. https://.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-ampâWater-Shader&p=407202&viewfull=1#post407202
is a great thread! I am doing a lot of research & work for the water in my video game and need need an artist who knows UE4 particle systems. I know I should post in the paid for hire section, but the person I need most likely is within thread
I updated my buoyancy component to support water drag based on the shape of the hull. It should prevent boats from sliding sideways when turning.
Itâs at my branch here: https://.com/quantumv/OceanProject/tree/4.10
Youâll need Unreal Engine 4.10 for version.
Hey Nubtron, I finally had some time to take a closer look at your buoyancy mesh and I have to say you have done a great work implementing it!
Itâs a very interesting approach which has the potential to be very realistic and accurate.
I will be adding your changes to the branch when I find some time thanks for your contributions!
One thing I noticed is that the buoyancy seems to be way too mass-dependent and requires either tons of damping or too much mass scale to be stable and not fly to space :p.
It would be a good idea to implement a mesh density variable to control it (like in my buoyancy component), so that the buoyancy can automatically work for small and large objects correctly without having to mess around with the mass scale.
Also another idea would be to alter the amount of linear/angular damping depending on how much volume of the mesh is underwater.
Thank you so much for .
Hello to all. I feel I have problem with , virtually all ships viewing them without sails. I can not understand how it is possible! Use UE4.
The TEAM work with, share the same project, however the display. Can you help me?
Thank you
Oh, good idea! I was typing in all the masses manually. Not convenient!
Iâd like to second request - I was dumb and upgraded my project to 4.10 and now it wonât open! If there is a way I can re-compile the plug-in myself from the code on Iâd be happy to try that, if someone would be kind enough to explain how.
Thanks!
Well the project doesnât need any changes for 4.10 all you need to do is re-compile.
For those who need a compiled version I have uploaded the compiled binaries only here:
If works then I am so grateful.
Back in business - thank you very much ! I am still just playing around with blueprints and havenât gotten into the code side of things yet. I probably should though, for the next time I screw something up ;).
Great plug-in by the way - has been a real time saver for my little project. Once I get something worth showing Iâll be sure to share it here!
I Am Having Error⌠Please HelpâŚ
Running E:/UnrealEngine-4.9.2_NVIDIA_Techs/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -project=âC:/Users/Mendax47/Documents/Unreal Projects/-4.9/.uprojectâ -editorrecompile -progress -noubtmakefiles
@progress push 5%
Building UnrealHeaderToolâŚ
Creating makefile for UnrealHeaderTool (project files are newer)
Target is up to date.
Parsing headers for OceanProjectEditor
Running UnrealHeaderTool âC:/Users/Mendax47/Documents/Unreal Projects/-4.9/.uprojectâ âC:\Users\Mendax47\Documents\Unreal Projects-4.9\Intermediate\Build\Win64\OceanProjectEditor\Development\UnrealHeaderTool.manifestâ -LogCmds=âloginit warning, logexit warning, logdatabase errorâ
Reflection code generated for OceanProjectEditor in 34.6716521 seconds
@progress pop
Performing 24 actions (2 in parallel)
PCHâŚh.cpp
PCH.OceanPluginPrivatePCH.h.cpp
CustomVehicleController.cpp
OceanPlugin.generated.cpp
BuoyantDestructible.cpp
BuoyantDestructibleComponent.cpp
SkyManager.cpp
FlockFish.cpp
FishState.cpp
FishManager.cpp
TimeManager.cpp
BuoyancyForceComponent.cpp
E:\UnrealEngine-4.9.2_NVIDIA_Techs\Engine\Source\Runtime\Engine\Public\PhysXIncludes.h(93) : fatal error C1083: Cannot open include file: âflex.hâ: No such file or directory
BuoyancyComponent.cpp
TimeDate.cpp
OceanManager.cpp
InfiniteSystemComponent.cpp
OceanPlugin.cpp
.cpp
[19/24] Resource PCLaunch.rc
[20/24] Resource ModuleVersionResource.rc.inl
[21/24] Resource PCLaunch.rc
[22/24] Resource ModuleVersionResource.rc.inl
[23/24] Link UE4Editor-.dll
Creating library C:\Users\Mendax47\Documents\Unreal Projects-4.9\Intermediate/Build/Win64\UE4Editor\Development\UE4Editor-.lib and object C:\Users\Mendax47\Documents\Unreal Projects-4.9\Intermediate/Build/Win64\UE4Editor\Development\UE4Editor-.exp
-------- End Detailed Actions Stats -----------------------------------------------------------
ERROR: UBT ERROR: Failed to produce item: C:\Users\Mendax47\Documents\Unreal Projects-4.9\Plugins\OceanPlugin\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-OceanPlugin.exp
Total build time: 258.65 seconds
New binaries work great for me! Thanks a lot
But Iâve got only question⌠of course. I tried to resize , make it twice bigger.
First throught: rescale the BP! Well, it doesnât work, script draws in old size. I tried to play with many params, also with Infinite category, nothing makes bigger. Although few params make it smaller
So, I what I need to do?
@Mendax47
You need to add Flex in the dependency modules in OceanPlugin.Build.cs like so
@kjustynski
I guess you are looking for âScale Minâ under the Infinite System category.
You can also lower the Scale Distance Factor to more aggressively scale the based on camera height (Scale by Distance needs to be enabled).
I have started implementing landscape height modulation so we can prevent waves from penetrating the landscape
Here are some screensâŚ
Before
http://www.mediafire.com/convkey/53a6/kunrwf6153xq301zg.jpg?size_id=5
(Click for original size)
After
http://www.mediafire.com/convkey/ab25/bdf78dk7j1d72y4zg.jpg?size_id=5
(Click for original size)
It is not the ideal solution or anything and method does not change the actual directions of the gerstner waves so it can still look *slightly *odd at some locations but even so is without a doubt infinitely times better now
The technique uses the landscapeâs heightmap (exported as png and then imported as texture) but the landscape must have no rotation and will not work if you have multiple landscapes but you could in theory duplicate the material nodes used to account for more landscapes if needed or you could simply switch the heightmap at runtime based on the playerâs location.
And since we have the height data we could potentially use it for more things such as better depth foam and such, I have yet to explore that possibility.
Also I want to try integrating my interactive water displacement (check it out if you havenât already, link in my signature) so that we can finally have the ships displace the (assuming the performance is good enough)!
It is not ready yet for share I still need to adjust the buoyancy (among other things) to account for the height modulation (Iâm thinking of simply doing a trace since reading the heightmap pixels in the cpu might be too costly) or else the buoyancy does not match near the coastline.