AH, i havent seen this error before, sorry. Did you follow tutorial or used project files?
This error likely means that includes in custom hlsl expression have wrong paths.
I have made empty project with ocean water and set also virtual paths so you dont have to set absolute paths anymore.
CustomShader plugin is thanks to this user
You can get demo project from my drive if you wish
I found this way quicker and easier for everyone. As usual many thanks for @Deathrey for creating this tutorial.
I am having similar issues. @Deathrey any suggestions?
What kind of issues ?
First off, thank you @Deathrey for this tutorial. Its something I’ve been looking for and playing around with myself for a while now.
Second, I’m wanting to use this water in a project that’s already made. My attempts at migrating the ocean content folder to the new project have not been successful. All the files seem to transfer over fine, and I have retargeted the HLSL code blocks to the new location of the .USH files. However the render targets never seem to receive new data [image for reference].
Any insight or suggestions you have would be helpful.
Also having trouble with migrating. Water showing up as infinite staircase. Any thoughts? RT_OceanWater_VertAttribs showing up as just 0,255,0, solid green.
@Deathrey @Pushchair2291 @JCTVidz
We got the migration to work to the different project. Seems like there was an old pointer reference for the render targets. But the fix for us was to make sure the correct HLSL code was pointing to the new location of the USH files. And then going back to FX_Ocean, clearing the render target pathing from RenderTargetsA and RenderTargetsB. Then retargeting the appropriate files (as describe in the tutorial) for the new project [image for reference].
Hope this helps!
I get the same issue on UE 5.2
I followed the tutorial (from scratch, so no migration made here) until step 8 and I end up with an error in the included hlsl file that says the ‘THREADGROUP_SIZE’ macro is not defined, and I can’t find anything revelant about it anywhere.
The only info I got is that it’s somehow related to compute shaders.
I temporary fixed it by manually defining it to 4 in the hsls code.
But considering it runs on the GPU, it certainly should be way higher than that, so in the end, the best would be to find why it is missing…
I found a solution. Turns out that I was close when I said the macro was tied to compute shaders.
surrounding the whole file with a check on “GPU_SIMULATION” (like it’s already done for the nodes code) removes the error.
Makes sense since the engine most likely performes the inclusion before the first line from the hlsl node, meaning it is not guarded by the #if directive.
It can be used in 5.0? 5.0 the lack of Override GPU Dispatch Type
Hi @KryogenicGames hope you have the time to see this so I am also using 5.2 and I follow your steps to apply and get it working but then it’s super fast like this. How do I adjust the speed? Sorry as I am new to UE5 and still learning.
Hey buddy, sorry but that seems weird bug. I havent encourtered that one. Is anything showing in output log at all? I would try in your details panel turning individual settings on or off to see if anything will make any change.
Unfortunately not. Being able to specify dispatch configuration is required for this to work.
Thank you @KryogenicGames and @Deathrey for replying. This is what my output log is showing when I play in the project. Still I will try to figure out what went wrong.
Thats fine, i have same errors. Only thing i noticed you put your Fx as child of Landscape, could you try to just move it outside of landscape root?
I have tried moving out of landscape root but still same thing happen I will probably try to redo again and see if I can achieve the normal version
Check and post intermediate grid debug visualisation videos. Initial and time-dependent spectrum in particular. Most likely, your initial (h0 from k) spectrum is getting regenerated every frame for some reason.
I followed the tutorial and step 8 i got a program,when i set Override GPU Dispatch Num Threads is 256 ,there has some errors,but when i set it 128 , these errors will disappear but i can’t receive anything when i enable preview on DisplacementGrid data interface.
Could someone help me ,please
What engine version are you on?