jamietelford:
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!
I tried your way,but it does not work. And for me ,it works well in the editor, however,it crashed when run it after packaging.
The same erro log as .What can I do now?thanks