Someone could already compile without errors ?
anyone know how to migrate the to another project? because when i migrate the BP to another project it fails to load. am i missing something???
copy the plugin to your project directory, and, all you really need is to copy the folder into your content folder.
Iām glad everything is working on your side too!
Hopefully gets merged ASAP
The only trouble I have had in 4.14 related to the plugin is that Epic changed something in the camera code that clips the reflection of the making it look black in PIE when you tilt the camera up or down but goes away as soon as you run the same exact thing in Full Screen mode. I have to investigate which switch or adjustment is needed to make go away. At first I thought it was something wrong with the plug in but it has something to do with a Camera code change. For now I just switch to Full screen. did not happen in 4.12.5 with exact same scene.
Does anyone know where in the BP_Sky or its parent TimeManager.h have the hard cutoff for when the sun disappears and the night sky comes out. It doesnāt work well for high latitudes, it should be based off of the suns altitude and not the time but I cannot seem to find where is set up.
Maybe itās a skysphere thing?
Anyone know about part?
It looks fine here o.O
Anyone have the 4.14 download?
I am having trouble with the pull
hi all,do you know, if they are going to release 4.14 version?
I dont know what it is, but with out any changes I do not see it in 4.12.5, so I am pretty sure it is something I did in a āsettingā that is causing it. It does not happen in the Demo levels. It only happens when the window is smaller, and not full screen on my own level.
I will show you with screen shots in a future update.
Update: Well I made a screen shot to show the trouble I am having with 4.14 happens during Playing in Editor Only. Traversing the level in editing mode has no visual issues.
**
UPDATE 2: FIXED the trouble** After investigating the Planer Reflection component of the system I found a setting named Extra FOV the number was set to 0, I changed it 65 same as my camera setup as a test and it was fixed! Looks better then ever. I know it increases the rendering time overhead so I am going to try to reduce / tune value. Maybe value is a new for 4.14. I have not double checked to see if option is in 4.12.5. I am happy I found it though!
A lot missing for the new plugin?
is there a working fork avail?
i was using the 4.14 fork (by i think) and i started getting 40+ errors in a compile from the plugin itelf.
how to run the shader???
Could someone tell me how to run the shader??
Did you get it from here? OceanProject.git
Would you mind trying again and making sure your UE4 version is 4.14, and report the errors back here, together with your uproject file contents?
I have the same problems
Going to be testing 4.14.1 with changes, I will update and see if it is working.
Update1: Tested and working with 4.14.1 - Thanks .
http://i.imgur.com/GdNyT4u.png
Without the error list and uproject file contents, itās harder to track the
These are my mistakes, is from the base project ( project ) When importing my personal project happens the same
Well, the whole project is not required to use the plugin, and I advise you to check link: https://.com/UE4-OceanProject/OceanProject/wiki/How-to-add-to-your-project
Still⦠That made me do further inspections of the base project, since I didnāt touch it in my PR.
So, I made a new commit with these changes:
You can find it here: OceanProject
@, I havenāt submitted a PR for one, because the old one is still pending a merge. If you want to merge these, just tell me!
(Iāll submit a new PR after the previous one is accepted )
thank you very much!