Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Summary
After editing settings within the ocean, reverting back to default and loading into a session, my oceans interaction with the player is completely broken. Visually the ocean has very calm waves, but the player interaction is entirely different causing the player to dip really far underwater, and at times even float high above the water.
Steps to Reproduce
Under the wave source setting, change values to extremes, push changes then reset every value changed back to default and re-push changes.
Expected Result
Ocean interaction should realistically go back exactly how it is when first taking it out of the drawer.
Observed Result
Extreme values seem to have stayed from wave source settings despite being reverted, causing interaction to be desynced.
Platform(s)
All
Additional Notes
https://cdn.discordapp.com/attachments/1222969575084396595/1261782200949674114/Untitled_video_-_Made_with_Clipchamp_14.mp4?ex=6694de7f&is=66938cff&hm=ad2511cfe4130406bd48853a85cc114497d9737006c49d6ddfa49e2347e1959a& VIDEO EXAMPLE. Could not upload directly because i’m a new user but this demonstrates the issue well I think.
Heya.
find the Waterzone in the Outliner and make it’s zone extents something like 160000, 160000 so you get a huge maroon wireframe box completely surrounding your island by a decent amount.
go to the Ocean, and set the Ocean Extents to the same 160000, 160000 and scroll right down and change the collision extents to half (because it measures from centre to edge) ie 80000,80000 and usually can leave the Z value as is.
Now looking at the Waterzone, inside it the ocean should behave as per the ocean wave settings etc, this gameplay area ocean.
Outside the waterzone is the distance visuals ocean, it is calm, and set a little bit below the inner ocean so the wave fx don’t dip below it and show void. Which is why your swimming above the calm water.
There is also a little issue where the line between inner and outer ocean may be seen by players, so if you can see it from the play area make the watrzone and ocean extents bigger.
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Hi, tried everything here but the issue seems to still be present. Decided to record another example. I’ve sped it up to 1.5x so the issue is easier to spot but essentially the player doesn’t glide along the waves like normal, rather dips far above and below frequently. this also means if a player stands on a shoreline the invisible waves can actually pick the player up, or make them fly. This also affects the post processing/vfx so even if the camera is above water level it will make the screen blue and muffle audio.
Ooh, maybe you’ve found Gimbal’s surfy little bro, Gersner Lock… j/k
It may be better to delete the Ocean and drop a new one in, rather than try to fix it.
Do you have multiple waterzones or waterbrush managers happening ?
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sorry forgot to get back to you, I don’t think I had before I tried deleting and repasting the ocean, after doing that it had created a new one though deleting the second waterbrush didn’t seem to work.
Hows it going ?
You only need 1 waterbrush per landscape group.
as far as I’m aware you only need 1 waterzone
I think I deleted all waterbrushes once and it generated only needed new ones.
Another issue can happen from using different waterbodies near each other. Moving the ocean centre spline around other waterbodies except the river flowing into sea bit, usually helps, however you are a bit far from land in video, so it may not be the reason.
Ill try seeing if regenerating waterbrushes, if not I’m not sure what else I can really do cus I dont think I can delete the spline for the ocean now since it’s being used to shape the coast of the map.