[Community Project] WIP Weather & Water Shader

if its working in the demo, then your projects settings some place is breaking it.
test: new project > add in stuff only (copy paste) > see if it all loads for you (not on demo map)

come to think of it -
i had some weird issues with transparencies and other stuff breaking my water. kinda like what you are seeing. mainly the caps were all missing from the waves lol. Turns out TrueSky broke the water due to some material settings …

anyways - check what else could be causing it, reflections, materials in the sky … it could really be anything

I found the; I have a post processing volume in my scene, which overlays objects that I interact with, and is therefore unbound. When the volume is not unbound, the works just as expected. Any suggestions? I wouldn’t want to remove the volume as it’s mandatory for my interaction system. :slight_smile: Thanks for the help!

well here is the rub …
the global is unbound (for ) you can remove that.
the swim/water pp is bound, but, will move with the water waves … so …
try : set to ultra, remove the global pp, keep the rest. set your global as your own pp (in the BP, but, not inside the bp … just the editable functions)
that should work and keep the water setup and working, and, then when out of water, your own pp will take the place.
now … if you need BOTH pp to work, you got me there, 2 postprocess at once maybe not be doable … i dont know

Thank god someone else is working on FFT water, project looks like its dead

i dont know that its “dead” i think they are working on something for the marketplace
really it depends on if you need travel or not for
the overhead (assuming your NOT using it for an game) just isnt worth it.
Using for an game (travel or whatever) its not that bad.
With that said, there are plenty of planes that can simulate same effect and even have spline based lines for the breaks on a beach … the one i am using to replace is the one from the Tripical Islands on marketplace. The has like 0 loss to my project, and, the beach line actually looks like … a beach line.

Again, if your not making a based project (sea travel, tons of underwater game play, needing water physics for waves and such) then will be one of the biggest “wastes” of time and over head you can use. Its like building an “outerspace” to your map when you will never have outerspace travel.

Not trying to down , as i think the community has done an outstanding job, but, its you dont need , its not worth the trouble.

Hey when I package my project, I always got an error. Please help your project is so amazing !

whole project is amazing I am sorry if my question was misunderstood :smiley:

Hey Guys,

I’m currently working on an ArchVis project that uses the BP_Sky from plugin. Sadly, I have an/a bug when trying to build lighting. It simply doesn’t build the light at all. Someone recommended turning on ‘Force No Precomputed Lighting’ on which, for me, only disables the build process. I still have a huge performance hit and lighting bugs resulting in holes in the skybox.

Does anybody else have and maybe also a solution to ?

Hey guys. One question, how do you turn off the distortion effect when you’re under water. Cause technically you should only get a distortion effect when you’re on the surface looking at something below the water but when you’re also below the water there wouldn’t be distortion anymore.

disable the postprocess part of the underwater …

^ little misleading …

there is a part in the postprocess for the pp_underwater that needs turned off and set back to default.
it maybe a mix of a couple settings, but, thats where you start

Kinda stuck here, I’m trying to combine the Nvidia Waveworks sim with the buoyancy code from project. Waveworks no longer supports buoyancy by default so I have to figure out before development can continue.

The method described on the page (https://.com/UE4-//wiki/How-to-add-to-your-project) for getting the plugin into another project doesn’t work with the Waveworks build of 4.15. I’ve also tried copying the C++ classes for buoyancy manually but never got them to compile. 's buoyancy tutorial (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) could work as the Waveworks material is similar, but I don’t have enough C++ knowledge to follow along.

Could anyone give me some pointers on how I could do ?

I have modified the and is achieved, the only problem is when the character interacts with the xD :RE

( Physical Water Surface UE4 )

watch?v=kglA-5JO8zw

test 2

watch?v=UmsF_FHGv1I

Update to 4.16 with new features please

jonanthan, 4.16 just came out today, they’ll need a bit of time! :slight_smile: But yes, I’m also waiting on updating. I tried looking for source code to try and update myself from what I grabbed off the page, but couldnt figure it out.

a update to 4.16 with the new volumetric lights for the sun in underwater mode would be nice.

Hey guys. I installed the plugin to my game and I’m getting an error on build… “ERROR: Unable to determine module type for E:\MyDocs\Unreal Projects\BeastMode\Source\.Build.cs”
How would I fix ?

Oh… nevermind. I deleted out the Source folder and fixed the problem.

Hi there.

Is there a way to adapt plugin for a lake? Basically, replace infinite system with a smaller finite mesh? We tried to simply replace the mesh and remove the infinite system component, but it doesn’t work properly. There are holes that appear in the water in place of waves. Putting a very big negative number in landscape modulation start height seems to remove the holes, but it removes the waves too. Any ideas?

So I’ve been messing around with project in UE 4.15 for a few days now, and I can’t seem to figure out how to get the underwater post-process effect to work properly when importing into a new project.
The original project seems to have effect working (or at least IslandMap does), but even after a full copy and paste of the Contents folder into a new project, followed by loading IslandMap from that new project, it doesn’t seem to keep the effect functioning.
The underwater effect simply never occurs, unless you explicitly add M_Underwater_PP_Inst2 to the PostProcess Volume… But of course, then the effect is always on, even when above water.

Here’s a comparison…
Original Project:


New Project:

I’ve tried many things, including following seemingly outdated setup tutorial.
No dice. I’ve taken a good long amount of time debugging BP_Underwater and I’m really not sure if anything is wrong with it or not. It seems to function the same in both projects.
So why would work in the original project, but not in a new one?

how exactly do i find the test points for the Byoyancy? cause its not exactly easy to find out