Update: I was able to get around by adding an additional condition to the if statement that runs the CreateGerstnerWaveUniformBuffer function:
if (WaveWorks != nullptr && WaveWorksResource != nullptr **&& WaveWorks->bUseShoreLine**)
{
WaveWorksResource->WaveWorksGerstnerUniformBuffer = CreateGerstnerWaveUniformBuffer();
}
**line 259 in C:..\UnrealEngine\Engine\Source\Runtime\Engine\Private\WaveWorksRender.cpp
**
I haven’t looked beyond but before the code is looking for a material to calculate the height and width from for the shoreline interaction… but if you don’t have a texture… then is crashes out as per the log
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Engine.dll!FWaveWorksSceneProxy::CreateGerstnerWaveUniformBuffer() [d:\git\unrealengine\engine\source\runtime\engine\private\waveworksrender.cpp:177]
At least with additional condition you can then start using WaveWorks!
I’ll email the devs to see if they have any opinions… but now perhaps someone can comment further.
Cheers!
Anyone know how can I create endless ocean like that in waveworks_gdc_map (project WaveWorksTester from WV branch)? I created actor blueprint, material and WaveWorks object (by right clicking on content browser and selecting Physics → WaveWorks). In blueprint I added WaveWorks component and selected WV physics object in “Wave Works Asset” field. But now when I add blueprint to map and try to set material, UE4 editor crashes with “Fatal error” dialog.
Log:
[2017.05.11-12.25.14:324][468]LogWindows:Error: === Critical error: ===
[2017.05.11-12.25.14:324][468]LogWindows:Error:
[2017.05.11-12.25.14:324][468]LogWindows:Error: Fatal error: [File:D:\Git\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 796]
[2017.05.11-12.25.14:324][468]LogWindows:Error: Rendering thread exception:
[2017.05.11-12.25.14:324][468]LogWindows:Error: Fatal error!
[2017.05.11-12.25.14:324][468]LogWindows:Error:
[2017.05.11-12.25.14:324][468]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2017.05.11-12.25.14:324][468]LogWindows:Error:
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Engine.dll!FWaveWorksSceneProxy::CreateGerstnerWaveUniformBuffer() [d:\git\unrealengine\engine\source\runtime\engine\private\waveworksrender.cpp:177]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Engine.dll!FWaveWorksSceneProxy::GetDynamicMeshElements() [d:\git\unrealengine\engine\source\runtime\engine\private\waveworksrender.cpp:260]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\git\unrealengine\engine\source\runtime\renderer\private\scenevisibility.cpp:2017]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\git\unrealengine\engine\source\runtime\renderer\private\scenevisibility.cpp:2705]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\git\unrealengine\engine\source\runtime\renderer\private\scenevisibility.cpp:2955]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\git\unrealengine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:621]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\git\unrealengine\engine\source\runtime\renderer\private\scenerendering.cpp:1745]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\git\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:883]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\git\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:954]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\git\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:701]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\git\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\git\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\git\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
[2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\git\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
[2017.05.11-12.25.14:324][468]LogWindows:Error: .DLL!0x0000000027108364
[2017.05.11-12.25.14:324][468]LogWindows:Error: ntdll.dll!0x00000000279370D1
[2017.05.11-12.25.14:324][468]LogWindows:Error: ntdll.dll!0x00000000279370D1
[2017.05.11-12.25.14:324][468]LogWindows:Error:
[2017.05.11-12.25.14:324][468]LogWindows:Error:
[2017.05.11-12.25.14:325][468]LogWindows:Error:
[2017.05.11-12.25.14:325][468]LogWindows:Error:
[2017.05.11-12.25.14:325][468]LogWindows:Error: Crash in runnable thread RenderThread 2
[2017.05.11-12.25.14:346][468]LogWindows: Windows GetLastError: Operacja ukończona pomyślnie. (0)
[2017.05.11-12.25.14:346][468]LogWindows:Error: HandleError re-entered.
[2017.05.11-12.25.14:346][468]LogWindows: FPlatformMisc::RequestExit(1)
[2017.05.11-12.25.14:346][468]Log file closed, 05/11/17 14:25:14
Is there any documentation for WaveWorks branch, like for FleX?
Edit: I use UE 4.15.1 with HairWorks, WaveWorks, FleX, Flow, VXGI and Volumetric Lighting merged together.