So I made a mesh terrain and added a lake modifier, selected the mesh partition as the doc’s show and I get this weird edge on the water?
Any Ideas?
Hello there @Undead_Studios!
Considering you are working with a mesh terrain, that’s most likely an issue with its current vertex density. When the water plugin brings the terrain down, if said terran is low poly, you will get that serrated effect. Try to increase the poly count of your mesh, or it’s subdivision level.
Also, consider that the water plugin is mostly designed to work with regular landscapes, so certain features will clash when working with a mesh terrain. Working with a landscape would resolve the problem altogether. But if you must continue using the mesh terrain, check the current level of your lake’s edge offset, and make sure it’s close to zero:
A high curve value can result in the same effect you are getting:
I’m running into the same problem. I think it might be because lake/river meshes update while the meshterrain is still building. However i’m not that sure though.
Hello again!
Checking both your updates, and after testing a bit in UE, I think we can try a few more things for this issue:
Test by temporary disabling the Lake Modifier, to rule out if the issue is coming from how the water interacts with the mesh
Play around with the values for Curve Ramp Width and Channel Depth. I would go a lower CRW, and higher CD, to try forcing the terrain meeting the water at a better angle
As you mentioned the terrain modifiers, it’s worth a try adding a remesh/tesse modifier to the equation
If the issue persists, I suggest testing this in isolation. Open an empty level, create a high-res mesh terrain, and add a lake to it. If this results in a clean edge, then something else is affecting your original topology.
At the end of the day, this is still an experimental feature, meaning it’s prone to strange interactions like this, until it’s next update. Please continue testing, and check the related UE docs on the matter:
For a test, i created a empty level, added a MeshTerrain Rect with the default settings (1x1km, 1m tiles).
I added a WaterBodyOcean and the WaterBodyLake, along with a LakeModifier.
So what i think is that the actual StaticMesh generation of the WaterBodyLakeComponent is actually where it goes wrong. I can notice it can easily produce bad meshes around the lake shape, along with the jaggy edges.
So the docs say:
**Note that not all the terrain carving functionality from the water landscape integration has been translated yet.
For example the ZOffset does not work properly. (See the screenhot).