[] Ocean surface simulation (VaOcean)

Your installation seems alright

[QUOTE=loopon;134511]

  • i downloaded the binaries from git hub

I received a similar error when I tried to run an older version of the . Which file of these did you get?

Hi, goo day i tried also the two highlighted download but it showed error while activated from UE4 plugins and restart UE4. Please can you check for new UE 4.4.1 Editor engine.Thanks and more power

[QUOTE=Icey Guy;134939]
Your installation seems alright

I received a similar error when I tried to run an older version of the . Which file of these did you get?

hi Icey Guy,

thanks for your reply!

your download-site is completely different to my download-site…

i downloaded my binaries form here:
://.com//VaOcean/wiki#installation

**
update:**
i found your url and downloaded the binaries from your site
://.com//VaOcean/releases/tag/0.4-a6-fix1

and i will try this version under ue4.4

thanks a lot, maybe this works :slight_smile:

i have the same problem as .
running 4.4.1, downloaded the for 4.4

the BP’s show up in class view but there is nothing in the content browser like there was for previous versions.

thanks

[QUOTE=;132951]
I’ve been trying to switch to UE4.4 and I have got the to compile. I am using the source code from on the master branch (but I’ve tried the develop branch and get the same problem). Basically, in the content browser, none of the assets show up. I was using this in 4.2.1 and it worked. This is, admittedly, a new project but the assets should still be there.

Strangely, in the class view window, the BP’s do show up. However, when I open them, the mesh is not set correctly etc. Further, since the assets aren’t there, I can’t select the relevant
materials for example.

[QUOTE=treebykooba;135522]
i have the same problem as .
running 4.4.1, downloaded the for 4.4

the BP’s show up in class view but there is nothing in the content browser like there was for previous versions.
thanks

Did you set the content browser to show content?
setplugin.png

hi Icey Guy,

i tried your link: ://.com//VaOcean/rele…ag/0.4-a6-fix1
and i can open the demo project properly!

but when i create an own project and install the in the way listed up before,
there is no compiling question, and i can´t find the content of the :

  • the is not listed in windows/plugins
  • the is not shown in the content browser (what did you click to show the window on your last picture? i didn´t found it)

my questions:
maybe there is an way to migrate the demoscene into my new project?
and how to tweak the ocean (i guess its build by an plane-mesh, VaOcean-shader, VaOcean-physics?)?

questions…questions… i´m sorry for all the annoying questions.
but i didn´t find an tutorial on the web for using VaOcean.

[QUOTE=loopon;136031]

and i can open the demo project properly!

but when i create an own project and install the in the way listed up before,
there is no compiling question

I think that’s a good thing, means it doesn’t need to be recompiled because it’s up-to-date

[QUOTE=loopon;136031]

  • the is not listed in windows/plugins

That’s weird, it should be showing up, were you looking into the correct place?


It’s not visible in the tab the window is in automatically
Else you could type ‘Ocean’ into the ‘Search classes’ tab, if it’s installed (and I think it has to be enabled in Plugins too) it should show up

If it isn’t, is this how your folders are setup?
foldersetup.png

[QUOTE=loopon;136031]

  • the is not shown in the content browser (what did you click to show the window on your last picture? i didn´t found it)

view opt.png
It’s the View Options tab, it’s normally set to filter out content

[QUOTE=loopon;136031]

my questions:
maybe there is an way to migrate the demoscene into my new project?

There’s a ‘Plugins’ folder in the demo that includes the itself, if you’re still having trouble with your folders you could copy-paste it into your own project, then there’d be no doubt they’re set up correctly

[QUOTE=loopon;136031]

and how to tweak the ocean (i guess its build by an plane-mesh, VaOcean-shader, VaOcean-physics?)?

Yeah, it’s all in the BP_VaOceanState_Simple actor, in it is the ‘Ocean Setup’ tab with a couple of settings, tweak around with them and you’ll figure out what each one does (I had some fun with huge waves, try upping the wave height and World Position Divider)

[QUOTE=loopon;136031]

questions…questions… i´m sorry for all the annoying questions.
but i didn´t find an tutorial on the web for using VaOcean.

No problem! Took me a while to figure out all the parts too
://.com//VaOcean/wiki
Check the How To tab at the bottom

hi Icey Guy!

you are very kind and helpfull!

i tried this tutorial:
://.com//VaOcean/wiki/Simple-ocean-setup :
**
step 1**: i understand…

step 2: i drag the “T_SK_Wave_N”-Normal Map into the “VaOceanStateActorSimple”/OceanSetup/OceanHeightMap"

step3: how do i “sync level time with internal ocean state time”?

step 4… i agree to this: “Step 4: ??? Please give more instructions on how to add the ocean to the scene”

this tutorial seems to be made for ue-pro´s.

but unfortunately i can´t follow… (i´m not a pro - i know :wink:

is there anybody out there, who can complete this tutorial?

that would be awesome!

(i think it´s a real great work to program all this: my respect to !!
but it´s a little bit frustrating to see it, without the option to use it)

Could you point me in the right direction how to achieve this look from your screenshot:

://.com//VaOcean/raw/master/SCREENSHOT.jpg

The demo scene looks completely different:


The fine detail of the waves is missing, and the water looks more like metal. Do I need to create a good looking water material and add the fine wave details myself? Maybe there is something included in the demo scene that I’m missing?

Hi all, can anyone tell me what am i doing wrong?

See, i place the BP_VaOcean_simple to the level.
The is ok
But nothing happens, it wont move, ocean is still.

When i tried using BP_VaOcean_FakeSSS it works but the VaOceanStateActorSimple does nothing in either cases.

Also, using the “fake” one has strange poor details, it appears to be flat from close.
And i did the Level Blue print as it asks to do in the “How To” link.

I think I have to wait… untill a nice guy post a video tutorial how to setup & use this … :slight_smile:

[QUOTE=cadviz;139309]
I think I have to wait… untill a nice guy post a video tutorial how to setup & use this … :slight_smile:

Or better yet, Unreal 4 does something amazing and adds water controls with a video. That is what I’m waiting on. I spent a long time trying to figure out how to get the to work with no help from the OP and once I did figure it out, I was not very happy with the results, needs a lot of work. Looks nothing like ocean waves to me.

KlausBecker, is your ocean blueprint connected to the ocean state actor?

Hi, I have some questions!

When I launch the game, Warning message shows it “this map is using externally referenced packages which won’t be found when in a game and all references will be broken.”

Of course, I tried ignore this message. But It works very weird. when I Play the game In Viewport, It works very well. but When I try to play the game by “the Launch” or after packaging the game, It works really weird…

The ocean is under the object, but it’s too low place… I will show the problems

after launching the game, my pawn is bumping up to the sky at the one moment!!!

OMG… Anybody can help me? of course, I’ve checked Z location of VaoceanActorsimple and BP_VaOcean_Simple… both are “0”!

I can’t solve it…

Of course. I’ve tried DemoPrject, it works well when I play in the viewport.

But Warning message shows as well,

and it works like below when I launch the game…

somebody help me…

UE4 4.5 + VAOcean compatibility

Is there any way of knowing if VaOcean will be recompiled with UE4 4.5?

Hi, I just hooked it up and here is my feedback.

The documentation links don’t seem to contain any instructions. I had to go through the forums to figure out how to get everything set up. Here are the instructions to get this working in UE4.4.1:

  1. Download correct version from: ://.com/ufna/VaOcean/releases/download/0.4-a6-fix1/VaOcean_0.4-a6-fix1_UE4.4.0_Win.7z
  2. Close whatever project you want this in.
  3. Extract it into the root folder of your uproject – you’ll see a Plugins folder.
  4. Copy Plugins/VaOcean/Shaders to your UE4 engine directory –> [installdrive]/Program Files/Unreal Engine/4.4/Engine/Shaders. There are 3 shader files.
  5. Open your project
  6. In bottom right corner of you Content Browser… there’s a little eyeball icon with View Options. Click on that and enable “Show content”. The VaOcean folder will show up in your content browser.
  7. Place VaOcean/Blueprints/BP_VaOcean_Simple into your level and position it appropriately.
  8. Edit the blueprint. Near the bottom left is a blue node called “Get All Actors of Class”. Click the drop down and select VaOceanStateActorSimple.
  9. Also place a Va Ocean State Actor Simple anywhere in the level – this is what drives the waves to animate.
  10. Hit Play!

Okay, so now that it’s working… my other feedback is this:

  1. There is no interaction with terrain shores – no alpha fade, so it looks quite harsh.
  2. The waves don’t interact with anything, they’ll happily clip through anything.
  3. There is no underwater component

Is very cool so far, I am looking to figure out how to create a “lake volume” of some sort that I can perhaps plunk a node into a lakebed and set either a volume attribute (meters squared) or a depth value and have it fill whatever space it’s on allowing characters to swim in it and render underwater. Is ambitious, but something like that would be quite handy to have around :slight_smile:

I wanted to contribute an improvement I made. It’s rough, it’s simple, but it does the job. I added Blueprint logic that determines if you are underwater or not, and it toggles a post-processing effect which is quite simple. It’s a good starting point and someone can improve on it. The basic approach is you add a PostProcess component to the VAOcean_Simple_XXXX BP’s, and create these settings:

754416046c47c84d822df0c52729e5e6de600dbf.jpeg

Note, all you edit are the scene color components. Feel free to add a bunch of other stuff too. I got some of this off of a YouTube video. But hooking these up to volumes are a pain and quite tedious, so I wanted an automatic global approach. Unfortunately, creating this component makes it globally on all the time in the editor and in the game initially. But there is an easy fix for that. You need to simply turn it off in the Construction Script.

Now the major work was to hook up the logic inside the Blueprint. The approach is really just a simple bounds check of the camera compared to the water plane – with the exception that all we’re doing is checking if the camera is inside the bounds and below it. This won’t work if you have caves under your lakes or oceans… but the logic can be improved, but it handles cases where camera is underwater and character is not, vice versa, etc… Feels right.

12ee5a988d91afb49a85485e52d706b6c514a663.jpeg

And here are some below and above water screenshots.

b586746205258d16b51e3b9a7f3fcd3651ce6902.jpeg
6c19d5ead11486660c5fece68f0c6ba3b0ae202a.jpeg

Thanks morness!!

I’ve just been having a play with your post processing addition and found that adding a depth of field set to gaussian blur makes it look even nicer, thanks again!