Download .
Open Project.
Hit ok at any prompts. Dont read them.
is a very common. Should fix your 4.12.x issues.
If not, try again, 4.12.1-release did not break anything from 4.12.0-release
Anyone getting weird artificats etc. Try verifiying your engine files with Epic Games Launcher and then make a TOTALLY fresh project from git/a stashed download of the project. Often a parameter just gets ticked’n’flicked or a checkbox same thing and it ruins your whole look. When you dont build a (fairly) large system like yourself the smallest things can have the largest consequences.
As noted, so long as you have Visual Studio 2015 Community edition installed on your PC, UE4 will automatically re-compile the plugin for you. You don’t have to ever touch Visual Studio, UE4 only needs access to it’s compiler for project builds.
With that said, I highly recommend you DO NOT upgrade to version 4.12.1, there was a major bug introduced that prevents compilation of blueprints (more info here). Looks like 4.12.2 will be coming in the next couple days, so hold off until then if you have not already upgraded.
When 4.12.2 comes out I will recompile the project and upload to , along with some major upgrades to the SkyDome.
If you want a BP only project, you will need to create one and then copy the “Plugins” folder from the into your own. With that done, open up the and migrate any (or all) of the assets to your project. I would recommend leaving the source in the plugins folder in case you ever need it during development, but some of the files could be removed when packaging your game.
That’s the beauty of using a plugin, it works with or without code.
thx very much for your detailed answers !!
the second time i started the demo, it worked without any errors !
looks increadibly beautiful !
now i will have to play with it
i like to have a scene direkt in the break of the water line, so you can view above and below the water at the same time.
i will have to find a way to have very much, but very small waves, so i only have the splitline on a small part of the scene.
would that be possible with the system ?
While im not ready to open source all my stuff yet, look into doing some material courses and get a good understanding of how the entire render path works in UE. .unrealengine.com/latest/INT/Engine/Rendering/Overview/
Edit: More info here more-so .unrealengine.com/latest/INT/Engine/Rendering/index.html
Oh that’s good to hear, it seems to be specific to blueprints referencing other blueprints, which does happen in the and sky bp’s, so wanted to put up that warning just in case
How do you want to go about the repo? I can add you as a contributor, then you can create a new branch and set to private. Or it can be done through pull requests (but would not be hidden), but if it’s on your repo it would be easy to fork on my end. Whichever you think would work best, I’ll try and hop on skype later (on my tablet right now).
Yes you can, that is already built in and ready to go, all you need to do is decrease the size of the waves, which can be adjusted in the details panel under:
I might add stock you’ll never get perfectly flat (due to the normals?) without editing the material. But pretty **** close to a slihgtly shimmering mirror.
I was half kidding. As school is out now though and all of us programmers are finally able to focus on c++ instead of more BP’s than cpp things might change we have a huge plan laid out for our specific needs (underwater currents etc/salinity/weather states and random timings/bow waves/wakes/rotor wash). Military on kind’ve things.
There is a very basic spline based river included, it just aligns planes along the spline, the water material would then just need a Panner node to pan the normals along the river direction.
But as @n00854180t said, there is a much better version in the Kite Demo. I was planning to use that as a base and add a few modifications, but never got around to it unfortunately. Still something I want to revisit at some point, just a bit busy atm.
Is something like possible with the physical from the community project or Waveworks? Basically changing sea states gradually at runtime without sudden changes in sea state?
It is done with the Physical Water Surface from the Market Place. https://.unrealengine.com/showthread.php?110442-Physical-Water-Surface&p=544920#post544920
(Water visual shader is our own, as well as implementation of gradual sea state change)
Is something like possible with the physical from the community project or Waveworks? Basically changing sea states gradually at runtime without sudden changes in sea state?
It is done with the Physical Water Surface from the Market Place. https://.unrealengine.com/showthread.php?110442-Physical-Water-Surface&p=544920#post544920
(Water visual shader is our own, as well as implementation of gradual sea state change)
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Yes, you just need to change the values of the wave clusters at the moment. Its not going to look super realistic yet. But it works. @if you ever did want to team up to code with trusted people that dont want to share all their secrets and visa-versa BitBucket is what I use. Private repos for free and I think it supports pulls from IIRC and works exactly like git, might be another implementation of git itself infact.
Is something like possible with the physical from the community project or Waveworks? Basically changing sea states gradually at runtime without sudden changes in sea state?
It is done with the Physical Water Surface from the Market Place. https://.unrealengine.com/showthread.php?110442-Physical-Water-Surface&p=544920#post544920
(Water visual shader is our own, as well as implementation of gradual sea state change)]
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Of course it’s possible, and really simple to do. All you would need for that to work is bind the key events to increase/decrease a scalar 0-1 (or higher if you want) value, then multiply the Amplitude value by that scalar.
I’m in the processing of going back to the old struct system for a ‘secondary’ buoyancy component a “buoyancy tank” that works off weight, and percent of tank filled with water vs air if anyone needs it let me know.
How about more than just changing the amplitude value gradually? Is it possible to change the wave composition/phases gradually to change the actually final waveform gradually? Like going from small fast ripple waves to large rolling waves gradually without disturbing the physics objects.