Hi there !
Has someone managed to make amazing project work on ?
Thanks !
Hi there !
Has someone managed to make amazing project work on ?
Thanks !
@MichaelWion Have you enabled āCustom Depth-Stencil Passā in the rendering section of your project settings? The value has to be set to āEnabled with Stencilā for the underwater PP to work, since it relies on a custom stencil to differentiate between the above and below sections of the water line.
@LeechingPray By āfind the test pointsā do you mean how to determine where to place them, how to add/remove them, or how to visualize them? If you mean how to add/remove them, the BuoyancyForce component has a vector array within it called TestPoints that you can use to add/remove new test points and set their locations.
As for determining where to place them, itās based on how you want your ship to sit in the water. Put them at the water line, two in the center, two near the stern and two near the bow. For larger ships you may need up to 10 (like the Man Oā War). Thereās no right answer here, but definitely place them symmetrically around the ship.
If youāre asking how to visualize them, the only way Iāve found is to create a separate vector array variable in your shipās BP and whichever values your set in that array will be visible in the editorās viewport (since it has more view options). You can see an example of in BP_ManOWar, although the ātestā array is not synced to the BPās BuoyancyForce component.
Hi, First off I have to say is an amazing project and exactly what I needed s a base for a project Iām working on. However being pretty new to ue4 ive spent the last couple of weeks trying to get my head around the blueprint system among other things and managed to solve most of the hurdles Ive faced. However a couple of things I need help with now. I would like to know how to make a boat for example Bp_Boat spawn as the player when the level starts, I can change the default mesh/blueprint to Bp_Boat in the project settings but that only gives me the mesh as the player character without any of the movement and buoyancy blueprints applied. Any help with is appreciated, thanks guys.
hi guys,
i would like to know if the project is already 4.15.3 compatible, thanks
Yes it works with 4.15.3. Not yet with 4.16.x tho.
That did the trick, thanks!
Is there any way to close Sky HUD UI that pops up in the beginning (the one that says legends, Sun and Moon prop.) when you launch dcSkyTestMap ? Should I enter Sun and Moon parameters in order to close it ?
Of course i can disable the node for WB_Sky_HUD but i wonder is there any keyboard control for it ?
Yes it works fine on 4.16, you just need to right click the uproject and set default to 4.16
it will recompile and should load up no problem.
I get the error :
Iām using the launcher version of the editor, full BP, so no c++.
Like it says, the plugin needs to be recompiled. Make sure you have the pluginās source code in the plugin folder and have visual studio
installed. Then switch project to 4.16 and open it. Should compile for you.
Hi,
has anyone manage to make physical animation working with plugin correctly ?
when I add a skeletal mesh with buoyancy force and physical animation the movements are not entirely correct
I like a lot!
@Evo_256, iām not sure if i understood your question correctly, but if you want to spawn with the boat when you hit play, just click Blueprints icon in the toolbar, highlight the project settings and change your pawn from the right menu. change it to BP you want to possess in the beginnig.
is incredible! Lots of exciting stuff in progress on the Trello board. Thanks to all the contributors for their work on !
Looks really nice. Would love to see what you changed and how you went about it.
Sure, no problem, you want me to do a related video on what you ask? Or do you need technical information on the changes?
Is there any video to learn how to create an infinite . for open world. I tried searching but doesnt really have a name name so its hard to search lol.
Iāve been trying to use with trueSKY but keep getting the holes people are talking about. Some suggest adding the trueSKY transparency node but that leaves it with smaller holes since it isnāt using the āCustom Depth Buffer Calculation for Translucency (transparency sorting workaround)ā section of the material. Iāve tried both the regular node and the modifier but it doesnāt help.
With no change:
Iām having a play with at the moment to see if it will work for a project Iām doing. Iām only using the component, however Iām finding that the water doesnāt get dark at night time. In the dcSkyTestMap the gets nice and dark at night time. However if I try some of the other maps like the IslandMap, the doesnāt get dark when making it night time. It has too much light reflection or something going on. Iām just wondering what exactly controls the darkness (or light reflection) of the . Iām trying to integrate it with my own sky system and canāt figure out how exactly the gets darker at night time in the dcSkyTestMap so that I can hook into the same function with my own set up?
The TrueSky node is actually doing exactly what it should and the problem it caused on your water is in fact fully fixed. The smaller holes you are seeing are caused by the fact that Unreal engine is a deferred renderer which has serious issues with rendering layered transparency. There is a āworkaroundā to āfixā though but it comes at a cost. A cost of having to render your twice, meaning you will need to place your mesh inside your level at the exact same coordinates twice. One has your normal shader he other will act as a depth buffer rendered at a seperate depth channel which you then have to call from your shader and use as a mask to hide the backside of each wave. also means that he back of each wave will also be fully opaque, but there is yet another fix for that if you use custom refraction by utilizing your scene color which does allow you to create fully transparent water material with no sorting issues but if you want to know more about that just ask.
These are the nodes you will need in your shader: (Note I did not come up with fix, It was provided by someone on the and is also included in the community project)
Custom node:
Then youāll want to make a depth buffer material to apply on your second mesh. Inside material should be your wave displacement and pretty much nothing more. Might want to tweak some settings to make it as lightweight as possible as all material needs to do is render to a custom depth pass, nothing more. Then apply material to your second waterplane mesh and make sure the waterplane mesh is set to render to custom depth pass:
Thatās it. The sorting issues will be gone, but your water just got twice as expensive to render.
There are probably better ways to deal with but I have no idea how. Well I guess you could switch to forward rendering, but that has other issues and limitations that donāt weigh up against the pros of defered rendering. If anyone knows of some other fix for sorting, feel free to correct me.