This material function is an absolute requirement for custom water materials that interact with the water body system. This function uses custom nodes which themselves also are not whitelisted, meaning it is impossible to even recreate this function on our own. This is especially important now after FORT-840477 was marked as wont fix, leaving maps with broken water body transitions that are unfixable without this function.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
-Make a material that uses the material function WaterBodyData, does not even need to be hooked up.
-Attempt to launch a session.
Expected Result
The material function validates and allows the user to load into their edit session, as it is exposed to the material function selection.
Observed Result
Despite being exposed to being selected as a material function, validation will fail due to this function itself referencing MF_SampleShallowWater and BlackTexture2DArray.
Can I get an update on this? Most bug reports get some kind of actual Epic reply within sometimes just a few hours, and this has been 11 days without anything more, despite it having 14 votes. I need this to be fixed for a map Iâm working on that should be released soon, any communication would be appreciated.
Would like to add here, whilst this isnât a bug, âGetWaveDataâ, a material function in UE5 responsible for getting Gerstner wave data from a WaterBody is also not even in UEFN. Due to this, we cannot design advanced water materials that have Gerstner waves from WaterBodyâs, as it is yet another function that uses custom nodes.
I know its unrelated to the bug report somewhat, but as I mentioned in the previous reply, can we expect to see âGetWaveDataâ also exposed with this so we can get Gerstner wave data? Its a base water plugin material function in UE5, just like WaterBodyData.