I have been attepting to ceate a body of ocean for a level that I’m attempting to create with the “Water” plugin.
I’m using Unreal Edutor v5.1.0 with the “Water” plug-in v1.0.
So far it’s been pretty straightforward to create a simple body of ocean, however there appears to be some sort of arbitrary limit as to how far the edges of the ocean object extend. Beyond that, there appears to start another section of the ocean, which is only there for the visuals.
How would I go about fixing this? I’ve searched online for this already, and the only suggestion I came across was the increase some sort of “Collision Extents” in the ocean object, but that didn’t help…
Thanks for your time and for reading my post.
Any guidance is appreciated!
The disappearing map is occlusion or distance culling the landacape.
To make the ocen reach the horizon, if your map really is just a simple island, make an hectagon with at least an 8km radius, place it at 0,0,0, and give it a proper material.
If/when it works delete all but one tris, re-import it, and generate copies of it to simulate the prior 8 tris.
This matters because the meshes on the opposite side of the camera are free to cull.
Under no circumstance should the bottom/distance mesh have more than 3 vertex, or make use of any vertex displacement or such.
This appears to have solved the issue of the high quality version of the ocean being too small.
Is there a reason, however, that the high quality version of the ocean is positioned slightly higher than the low quality version? Should I bring the lower quality version up, or the higher quality version up?
By making a “hectagon”, do you mean creating a sort of mask for the landscape in the middle? Is that the reason for the hole beneath the landscape in the ocean?
Also, is there a way to simply not having the hole in the ocean at all? I feel like it’d be simpler if the landscape model just sat on top of the ocean, but I guess then you can’t have the calmer water along the edges of the landscape (the ocean waves appear to get smaller the closer you get to the edge of the landscape along the ocean surface). I’m assuming that’s how that works, but I truly have no idea.
Also what do you mean by “tris”? You mean the model of the landscape, and how it can’t have any face with more than 3 vertices? Just a bit confused by the wording here.