Ocean stops rendering ingame

Summary

Whenever I go ingame to view my island, if I move too far from the ocean actor’s center, the water stops rendering, but it looks fine in UEFN.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

  1. Generate a 127x127 quads terrain
  2. Place an “Ocean”
  3. Change splines to make the island about 700x700 meters wide
  4. Connect a session and move to the edge of the island

Expected Result

Ocean should be visible from any part of the island

Observed Result

When too far from the ocean actor center, water stops rendering.

Platform(s)

Unreal Editor for Fortnite, Connected Creative Session, PC

I’m having the same issue aswell.

1 Like

I got a responce from
@Hardcawcanary

And this is what he sent to me.

"I’ve had problems before from ocean nodes being too far inland when there are other waterbodies
and the systems get mixed up a bit in the waterzone’s calculation.

It looks like your ocean is miscalculating with the interplay from all the yellow boxes of the river splines, Its rendering the ocean surface fine when its above the other water bodies, but when thier volumes intersect with the ocean surface it goes funny.

I recon if you stretch your ocean spline out, add a few more nodes and roughly follow inside the coastline of your island,
Might have to play with node positions a little, where the river meets the sea, if you notice the river surface disappear on the last spline section.

Unrelated, the ocean collision extents amount calculates from centre to edge, but the ocean extents are from edge to edge so the collision extent value can be half the ocean extent values.
The collision extents only need to be as big as the playable area, but I don’t know if it really matters on second thought,maybe the equations to check for water collision only uses x y z and size of area doesn’t impact on performance

I’m not sure on the backdrop island issue, maybe the never distance cull setting is overriding the being in the HLOD setting and keeping it out of HLOD so it doesn’t clash,
in game using performance mode it definately culls anything set to not spatially load or set to no distance cull, but HLODs always show."

I hope this helps you!

1 Like

I think I found the solution. What I did was enable “Never Distance Cull” and disable “Is spatially loaded” of the Ocean Waterbody.

I’m not sure what happens with HLODs created since I still haven’t made HLODs for my map, but it should still work.

2 Likes

Thank you so much, this worked for me and solved the issue.

1 Like