[] Ocean surface simulation (VaOcean)

Select a mesh and apply the material, inside the “Details” panel under “Blueprint” hit on “Replace With Composite Blueprint”.
Select a folder and hit “Create Blueprint”.
Now you either simply can copy and paste the “VaOceanSimulator” component from the pre-existent blueprint, or create it by yourself ( see below ).

“Add Component” search for Enviroment > Va Ocean Simulator.
Over “Ocean Spectrum” always in the “Component” window with the “VaOceanSimulator” selected add the displancement maps and the gradient map. Hit simulation.

[QUOTE=CloVeCaT;84030]
Select a mesh and apply the material, inside the “Details” panel under “Blueprint” hit on “Replace With Composite Blueprint”.
Select a folder and hit “Create Blueprint”.
Now you either simply can copy and paste the “VaOceanSimulator” component from the pre-existent blueprint, or create it by yourself ( see below ).

“Add Component” search for Enviroment > Va Ocean Simulator.
Over “Ocean Spectrum” always in the “Component” window with the “VaOceanSimulator” selected add the displancement maps and the gradient map. Hit simulation.

thanks so much for the help. your instructions were very easy to follow. unfortunately, i get a crash every time i hit “simulate” in the blueprint. the program just quits and doesn’t say anything. i actually get this in any of the ocean blueprints…whether i added the components myself or opened one of the blueprints that came with the …whether it’s related to a mesh or not…no matter what as soon as i hit simulation in any of the blueprints ue4 just quits on me.
any idea why this could be?
thanks again!

Under your “ProjectFolder\Saved\Logs” there shall be an file named “ProjectName.log” try to post the content of it.

[QUOTE=CloVeCaT;84251]
Under your “ProjectFolder\Saved\Logs” there shall be an file named “ProjectName.log” try to post the content of it.

below is the critical error part of the log. i’m using a GeForce GTS 250. could it be to a too crappy video card? just updated the drivers…still same error.

[2014.06.26-17.00.02:962][338]LogWindows: === Critical error: ===
Unhandled Exception: 0x00000001

[2014.06.26-17.00.02:962][338]LogWindows: Rendering thread exception:
Assertion failed: ShaderRef != NULL && *ShaderRef != NULL [File:J:\UNREAL4\UNREAL SOURCE 4.2\UnrealEngine-4.2.1\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 926]
Failed to find shader type FUpdateSpectrumCS
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x74d0e496 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x74b2da05 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x55dd28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x55dd8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x55dd905a (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
FTaskThread::ProcessTasks() 0x7491d1d8 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:317] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0x7491d6db + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:173] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn() 0x7491d927 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:809] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
RenderingThreadMain() 0x83d6ec2b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:236] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRenderingThread::Run() 0x83d6f4a2 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:319] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRunnableThreadWin::Run() 0x74d09bd9 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:75] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::GuardedRun() 0x74cfd70c + 8 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:25] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::_ThreadProc() 0x74d1446b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:118] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x8e1b1842 (filename not found) [in C:\Windows\system32\KERNEL32.DLL]
Address = 0x8ee6d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Address = 0x8ee6d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]

Address = 0x8c017b8c (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
FOutputDeviceWindowsError::Serialize() 0x74d0b748 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:113] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FOutputDevice::Log() 0x74b44a57 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:92] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FMsg::Logf__VA() 0x74b450bf + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:518] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x74b2dbe6 + 481 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x55dd28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x55dd8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x55dd905a (filename not found) [in J:\UE4\M

[2014.06.26-17.00.02:963][338]LogExit: Executing StaticShutdownAfterError
[2014.06.26-17.00.02:994][338]LogWindows: FPlatformMisc::RequestExit(1)
[2014.06.26-17.00.02:994][338]Log file closed, 06/26/14 13:00:02

Delete the folder “[PROJECT]/DerivedDataCache” - “[PROJECT]/Intermediate” - “[PROJECT]/saved”.
Re-enable the , darg-and-drop the blueprint BP_VaOcean and hit simulate, attach the full content of the log.

[QUOTE=CloVeCaT;85188]
Delete the folder “[PROJECT]/DerivedDataCache” - “[PROJECT]/Intermediate” - “[PROJECT]/saved”.
Re-enable the , darg-and-drop the blueprint BP_VaOcean and hit simulate, attach the full content of the log.

ok i deleted all three folders, re-enabled the plug in, drag and droped the blueprint in the scene, hit simulation in the blueprint, got the same crash as before. below is the logfile. thanks so much for your help:

Log file open, 06/27/14 08:09:50
LogInit:Display: Running engine for game: MyProject
LogInit: Version: 4.2.0-0+UE4
LogInit: Compiled (64-bit): Jun 9 2014 00:08:55
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line:
LogInit: Base directory: J:/UE4/Engine/Binaries/Win64/
LogInit: Rocket: 0
[2014.06.27-12.09.50:233] 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2014.06.27-12.09.50:264] 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2014.06.27-12.09.50:275] 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2014.06.27-12.09.50:288] 0]LogInit: Object subsystem initialized
[2014.06.27-12.09.50:292] 0]LogInit: Selected Device Profile: [Windows]
[2014.06.27-12.09.50:292] 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2014.06.27-12.09.50:298] 0]LogInit: Computer: HAGADORN
[2014.06.27-12.09.50:298] 0]LogInit: User: Jeremy
[2014.06.27-12.09.50:299] 0]LogInit: CPU Page size=4096, Cores=4
[2014.06.27-12.09.50:299] 0]LogInit: High frequency timer resolution =14.318180 MHz
[2014.06.27-12.09.50:299] 0]LogMemory: Memory total: Physical=16.0GB (16GB approx) Virtual=8192.0GB
[2014.06.27-12.09.50:299] 0]LogMemory: Platform Memory Stats for Windows
[2014.06.27-12.09.50:299] 0]LogMemory: Process Physical Memory: 57.08 MB used, 57.08 MB peak
[2014.06.27-12.09.50:299] 0]LogMemory: Process Virtual Memory: 29.77 MB used, 29.77 MB peak
[2014.06.27-12.09.50:299] 0]LogMemory: Physical Memory: 6488.64 MB used, 16344.70 MB total
[2014.06.27-12.09.50:299] 0]LogMemory: Virtual Memory: 301.82 MB used, 8388608.00 MB total
[2014.06.27-12.09.50:326] 0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTS 250 (Feature Level 10_0)
[2014.06.27-12.09.50:326] 0]LogD3D11RHI: Adapter has 480MB of dedicated video memory, 0MB of dedicated system memory, and 3583MB of shared system memory, 2 output[s]
[2014.06.27-12.09.50:327] 0]LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
[2014.06.27-12.09.50:327] 0]LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
[2014.06.27-12.09.50:327] 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2014.06.27-12.09.50:338] 0]LogRHI: Texture pool is 336 MB (70% of 480 MB)
[2014.06.27-12.09.50:347] 0]LogD3D11RHI: Async texture creation enabled
[2014.06.27-12.09.50:475] 0]LogContentStreaming: Texture pool size is 0.000000MB
[2014.06.27-12.09.51:551] 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.06.27-12.09.51:674] 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.06.27-12.09.51:729] 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache: Loaded boot cache 0.06s 34MB …/…/…/MyShizit/MyProject/DerivedDataCache/Boot.ddc.
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache:Display: Loaded Boot cache: …/…/…/MyShizit/MyProject/DerivedDataCache/Boot.ddc
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/MyShizit/MyProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file …/…/…/Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.06.27-12.09.51:790] 0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
[2014.06.27-12.09.51:802] 0]LogDerivedDataCache: Using Local data cache path …/…/…/Engine/DerivedDataCache: Writable
[2014.06.27-12.09.51:802] 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2014.06.27-12.09.51:802] 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2014.06.27-12.09.52:102] 0]LogMeshUtilities: No automatic mesh reduction module available
[2014.06.27-12.09.52:102] 0]LogMeshUtilities: No automatic mesh merging module available
[2014.06.27-12.09.52:760] 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2014.06.27-12.09.53:142] 0]LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Icons/ActorIcons/GroupActor_16x.png’ error.
[2014.06.27-12.09.53:142] 0]LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Icons/ActorIcons/GroupActor_16x.png
[2014.06.27-12.09.53:147] 0]LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Icons/ActorIcons/DecalActor_16x.png’ error.
[2014.06.27-12.09.53:147] 0]LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Icons/ActorIcons/DecalActor_16x.png
[2014.06.27-12.09.53:460] 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2014.06.27-12.09.53:543] 0]SourceControl: Info Source control is disabled
[2014.06.27-12.09.53:543] 0]SourceControl: Info Source control is disabled
[2014.06.27-12.09.53:550] 0]SourceControl: Info Source control is disabled
[2014.06.27-12.09.53:687] 0]BlueprintLog: New page: Editor Load
[2014.06.27-12.09.53:734] 0]LogObj: 19174 objects as part of root set at end of initial load.
[2014.06.27-12.09.53:734] 0]LogUObjectAllocator: 3810552 out of 0 bytes used by permanent object pool.
[2014.06.27-12.09.54:123] 0]LogEngine: Initializing Engine…
[2014.06.27-12.09.54:285] 0]LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[2014.06.27-12.09.54:299] 0]LogInit: FAudioDevice initialized.
[2014.06.27-12.09.54:334] 0]LogDerivedDataCache: Saved boot cache 0.03s 35MB …/…/…/MyShizit/MyProject/DerivedDataCache/Boot.ddc.
[2014.06.27-12.09.54:343] 0]LogInit: Texture streaming: Enabled
[2014.06.27-12.09.54:383] 0]LogInit: Transaction tracking system initialized
[2014.06.27-12.09.54:528] 0]LogAssetRegistry: FAssetRegistry took 0.0108 seconds to start up
[2014.06.27-12.09.54:739] 0]LogModuleManager:Warning: ModuleManager: Unable to load module ‘’ because the file was not found.
[2014.06.27-12.09.54:746] 0]LogModuleManager:Warning: ModuleManager: Unable to load module ‘’ because the file was not found.
[2014.06.27-12.09.54:831] 0]LogConsoleResponse:Display:
[2014.06.27-12.09.55:155] 0]SourceControl: Info Source control is disabled
[2014.06.27-12.09.55:155] 0]Cmd: MAP LOAD FILE=“…/…/…/MyShizit/MyProject/Content/Maps/workingWorld.umap” TEMPLATE=0 SHOWPROGRESS=1 WORLDCOMPOSITION=0
[2014.06.27-12.09.55:155] 0]LightingResults: New page: Lighting Build
[2014.06.27-12.09.55:165] 0]MapCheck: New page: Map Check
[2014.06.27-12.09.55:165] 0]LightingResults: New page: Lighting Build
[2014.06.27-12.09.55:190] 0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000001128262980
[2014.06.27-12.09.59:923] 0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2014.06.27-12.09.59:924] 0]Cmd: MAP CHECKDEP
[2014.06.27-12.09.59:925] 0]MapCheck: New page: workingWorld - Jun 27, 2014, 4:09:59 AM
[2014.06.27-12.09.59:980] 0]MapCheck: Info ========== Map Check: 0 Error(s), 0 Warning(s), [54.891ms] ==========
[2014.06.27-12.09.59:980] 0]LogFileHelpers: Loading map ‘workingWorld’ took 4.825
[2014.06.27-12.10.00:087] 0]LogCollectionManager: Loaded 0 collections in 0.001732 seconds
[2014.06.27-12.10.00:101] 0]LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game’
[2014.06.27-12.10.00:197] 0]LogInit: Using libcurl 7.34.0
[2014.06.27-12.10.00:197] 0]LogInit: - built for x86_64-pc-win32
[2014.06.27-12.10.00:197] 0]LogInit: - supports SSL with WinSSL
[2014.06.27-12.10.00:197] 0]LogInit: - other features:
[2014.06.27-12.10.00:197] 0]LogInit: CURL_VERSION_SSL
[2014.06.27-12.10.00:197] 0]LogInit: CURL_VERSION_ASYNCHDNS
[2014.06.27-12.10.00:197] 0]LogInit: CURL_VERSION_LARGEFILE
[2014.06.27-12.10.00:197] 0]LogInit: CURL_VERSION_IDN
[2014.06.27-12.10.00:198] 0]LogInit: Libcurl will NOT reuse connections
[2014.06.27-12.10.00:214] 0]LogCrashTracker: Crashtracker disabled due to settings.
[2014.06.27-12.10.00:215] 0]Cmd: MODE PLACEMENT
[2014.06.27-12.10.00:263] 0]LogLoad: Full Startup: 10.96 seconds (BP compile: 0.16 seconds)
[2014.06.27-12.10.00:494] 0]LogRenderer:Warning: Reallocating scene render targets to support 1104x864.
[2014.06.27-12.10.00:780] 1]LogEpicStorage:Warning: EnumerateFiles request failed. Invalid response. code=403 error=<?xml version=“1.0” encoding=“UTF-8”?>
<Error><Code>AccessDenied</Code><Message>Access Denied</Message><RequestId>9E09521605CD0308</RequestId><HostId>EMAqkUKNhvZZKII6oxeMP+NRjk1pQ5K+ZV42lCemBsU09FaBKX32rwrigIQrvNZH</HostId></Error>
[2014.06.27-12.10.00:780] 1]Cmd: UpdateLandscapeEditorData -warnings
[2014.06.27-12.10.00:784] 1]Cmd: UpdateLandscapeEditorData
[2014.06.27-12.10.01:310] 2]LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=<?xml version=“1.0” encoding=“UTF-8”?>
<Error><Code>AccessDenied</Code><Message>Access Denied</Message><RequestId>2FA282974632911F</RequestId><HostId>9kkP09lYIWJSWLVDwceFwStV5eTr/m4oNcl4a8RhEyAsCbiQSzVQjs6NArhkE6ki</HostId></Error>
[2014.06.27-12.10.01:424] 3]LogEpicStorage:Warning: EnumerateFiles request failed. Invalid response. code=403 error=<?xml version=“1.0” encoding=“UTF-8”?>
<Error><Code>AccessDenied</Code><Message>Access Denied</Message><RequestId>5DE4A3A5A896D79F</RequestId><HostId>1cEVzzYN36j+Xq76CLDItW1nc3ovubpFJWBEtCq2Jkmu4DEH5LMKHhjgBqXGfR2h</HostId></Error>
[2014.06.27-12.10.01:453] 4]LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=<?xml version=“1.0” encoding=“UTF-8”?>
<Error><Code>AccessDenied</Code><Message>Access Denied</Message><RequestId>8564E24159E69FCF</RequestId><HostId>AkwHosGW3CtiB5sGb7s6AVKDOSjsb7Zm2GwVEMZ2zp/nwjafjcm6CKd+gtdTNRB5</HostId></Error>
[2014.06.27-12.10.01:571] 5]LogAssetRegistry: Asset discovery search completed in 7.0539 seconds
[2014.06.27-12.10.01:608] 6]LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=<?xml version=“1.0” encoding=“UTF-8”?>
<Error><Code>AccessDenied</Code><Message>Access Denied</Message><RequestId>B9702F99E7067B8B</RequestId><HostId>3xkW0g5MdIToqoIsgtxuCU9SkvwVlmBxMF/uVQHZlfEyLzfgCrmRKSzgKNOs/872</HostId></Error>
[2014.06.27-12.10.01:667] 7]LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png
[2014.06.27-12.10.01:669] 7]LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png
[2014.06.27-12.10.16:361][245]LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/VaOcean/Blueprints’
[2014.06.27-12.11.04:667][505]LogWindows:Error: appError called: Assertion failed: ShaderRef != NULL && *ShaderRef != NULL [File:J:\UNREAL4\UNREAL SOURCE 4.2\UnrealEngine-4.2.1\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 926]
Failed to find shader type FUpdateSpectrumCS
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x73c6e496 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x73a8da05 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7d3e28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e905a (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
FTaskThread::ProcessTasks() 0x7387d1d8 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:317] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0x7387d6db + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:173] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn() 0x7387d927 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:809] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
RenderingThreadMain() 0x7d24ec2b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:236] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRenderingThread::Run() 0x7d24f4a2 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:319] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRunnableThreadWin::Run() 0x73c69bd9 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:75] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::GuardedRun() 0x73c5d70c + 8 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:25] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::_ThreadProc() 0x73c7446b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:118] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x895f1842 (filename not found) [in C:\Windows\system32\KERNEL32.DLL]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]

[2014.06.27-12.11.04:667][505]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2014.06.27-12.11.04:667][505]LogCrashTracker:

[2014.06.27-12.11.05:176][505]LogWindows:Error: appError called: Rendering thread exception:
Assertion failed: ShaderRef != NULL && *ShaderRef != NULL [File:J:\UNREAL4\UNREAL SOURCE 4.2\UnrealEngine-4.2.1\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 926]
Failed to find shader type FUpdateSpectrumCS
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x73c6e496 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x73a8da05 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7d3e28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e905a (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
FTaskThread::ProcessTasks() 0x7387d1d8 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:317] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0x7387d6db + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:173] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn() 0x7387d927 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:809] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
RenderingThreadMain() 0x7d24ec2b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:236] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRenderingThread::Run() 0x7d24f4a2 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:319] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRunnableThreadWin::Run() 0x73c69bd9 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:75] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::GuardedRun() 0x73c5d70c + 8 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:25] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::_ThreadProc() 0x73c7446b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:118] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x895f1842 (filename not found) [in C:\Windows\system32\KERNEL32.DLL]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]

Address = 0x88637b8c (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
FOutputDeviceWindowsError::Serialize() 0x73c6b748 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:113] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FOutputDevice::Log() 0x73aa4a57 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:92] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FMsg::Logf__VA() 0x73aa50bf + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:518] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x73a8dbe6 + 481 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7d3e28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e905a (filename not found) [in J:\UE4\M
[2014.06.27-12.11.05:176][505]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2014.06.27-12.11.05:214][505]LogCrashTracker:

[2014.06.27-12.11.05:214][505]LogWindows: === Critical error: ===
Unhandled Exception: 0x00000001

[2014.06.27-12.11.05:214][505]LogWindows: Rendering thread exception:
Assertion failed: ShaderRef != NULL && *ShaderRef != NULL [File:J:\UNREAL4\UNREAL SOURCE 4.2\UnrealEngine-4.2.1\Engine\Source\Runtime\ShaderCore\Public\Shader.h] [Line: 926]
Failed to find shader type FUpdateSpectrumCS
Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x73c6e496 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x73a8da05 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7d3e28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e905a (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
FTaskThread::ProcessTasks() 0x7387d1d8 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:317] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0x7387d6db + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:173] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn() 0x7387d927 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:809] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
RenderingThreadMain() 0x7d24ec2b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:236] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRenderingThread::Run() 0x7d24f4a2 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:319] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
FRunnableThreadWin::Run() 0x73c69bd9 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:75] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::GuardedRun() 0x73c5d70c + 8 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:25] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FRunnableThreadWin::_ThreadProc() 0x73c7446b + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.h:118] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x895f1842 (filename not found) [in C:\Windows\system32\KERNEL32.DLL]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Address = 0x8b38d609 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]

Address = 0x88637b8c (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
FOutputDeviceWindowsError::Serialize() 0x73c6b748 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:113] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FOutputDevice::Log() 0x73aa4a57 + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:92] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FMsg::Logf__VA() 0x73aa50bf + 0 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:518] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FDebug::AssertFailed() 0x73a8dbe6 + 481 bytes [File=d:\udk\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in J:\UE4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7d3e28f7 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e8185 (filename not found) [in J:\UE4\MyShizit\MyProject\Plugins\VaOcean\Binaries\Win64\UE4Editor-VaOceanPlugin.dll]
Address = 0x7d3e905a (filename not found) [in J:\UE4\M

[2014.06.27-12.11.05:215][505]LogExit: Executing StaticShutdownAfterError
[2014.06.27-12.11.05:247][505]LogWindows: FPlatformMisc::RequestExit(1)
[2014.06.27-12.11.05:247][505]Log file closed, 06/27/14 08:11:05

[QUOTE=treebykooba;84810]
below is the critical error part of the log. i’m using a GeForce GTS 250. could it be to a too crappy video card? just updated the drivers…still same error.

Yes, it is. I’m using stuff that works okay only on DirectX11 video cards. Unfortunately, your hardware is DX 10

[QUOTE=;85448]
Yes, it is. I’m using stuff that works okay only on DirectX11 video cards. Unfortunately, your hardware is DX 10

ah shoot. i knew it…i couldn’t get displacement maps to show up on meshes anywhere. thought maybe because i was dumb but probably just my video card. time to upgrade i guess. thanks for all the help.

[QUOTE=CloVeCaT;83168]
Hi,
version is 0.4-a6 the DLL is builded with 4.2.1.

Thanks so much the the DLL download link!

Hi, . Thanks for your nice plugins. but I have some question…
I saw very useful information for my project on .
link is here : ://.com//VaOcean/wiki

First.
You’ve written
“1. Ocean state actor
Step 1: Add ocean state actor on scene, use VaOceanStateActorSimple class”
But… I can’t find the class that named VaOceanStateActorSimple.
Where can I get it?

Second. Actor buoyancy setup.
I can’t find VaOceanBuoyancy class… Oh my god… T_T.

Two matters are really important thing for my project…

Because, I am making a Kayak simulator. Please Help me! :slight_smile:

And… Actually I can set some options about amplitude and changing colors of ocean… etc… in your plugins. Of course, Using by Blueprint.
But
I can’t understand “Actor buoyancy setup” part…

Why there are two classes(VaOceanBuoyancy1, StaticMesh1) in Blueprint? Why! What you’ve done on Blueprint!

I think I need VaOceanBuyancy class, in order to do “Actor buoyancy setup”.

Help me! :frowning:

Hi Min-!

To use ocean state actor and buoyancy conponent you should build the from source code from develop branch (not master!) :slight_smile:

Thanks!
I tried it.:slight_smile:
But, Develop version can’t adjust any factor of waves like amplitude, wind etc.

How do I set those things?
Do I have to write codes? :slight_smile:

Looks like a great effort. :slight_smile: Let us know when it’s compatible with the 4.3 source.

Hey ufna,

First of all, your looks amazing!

I wanted to know what is fake SSS, and how assets with this are different from those without it?

Also I have a problem, I built the develop branch by myself, the shows up correctly and I follow the instructions there: ://.com/ufna/VaOcean/wiki/Simple-ocean-setup but nothing shows up.
I have VaOceanStateActorSimple, BP_VaOcean_Simple and _Flat in my scene, but there is no ocean…

I also have a lot of errors:
http://puu.sh/a0wrJ/d46c4eb55c.png

http://puu.sh/a0wwH/78f67a3d11.png

I don’t get it, where should I put all my blueprints?

[QUOTE=Wollan;89517]
Looks like a great effort. :slight_smile: Let us know when it’s compatible with the 4.3 source.

Once 4.3 will be out. I’m working with pre-build UE4 only.

[QUOTE=Shelby;91263]
I wanted to know what is fake SSS, and how assets with this are different from those without it?

Fake SSS assets contains LightVector emulation, so if you’ll use it you should provide material instance with your dominant light vector, and fake subsurface scattering will be enabled:

://d3j5vwomefv46c.cloudfront.net/photos/large/848354193.jpg?1397421240

://d3j5vwomefv46c.cloudfront.net/photos/large/848354208.jpg?1397421259

[QUOTE=Shelby;91263]

Also I have a problem, I built the develop branch by myself, the shows up correctly and I follow the instructions there: ://.com/ufna/VaOcean/wiki/Simple-ocean-setup but nothing shows up.
I have VaOceanStateActorSimple, BP_VaOcean_Simple and _Flat in my scene, but there is no ocean…

I also have a lot of errors:
http://puu.sh/a0wrJ/d46c4eb55c.png

http://puu.sh/a0wwH/78f67a3d11.png

I don’t get it, where should I put all my blueprints?

Hm, it looks like my fault. It can be fixed manually by fixing references to assets from content folder, or you can copy the Content to the game’s content folder. I’ll check it tommorrow.

Thanks for your answer!

Wow very nice use of light vector! looking very good!

I made my own buoyancy component (sorry haven’t checked this thread in a while, must have missed you linking to yours!). Just updated to the latest version of the and I’m a bit confused about how your buoyant component works. As far as I can tell, it only gets the hight of the ocean from whatever texture you put as the Ocean Height Map in the OceanState actor. However, this texture doesn’t seem to be linked to the ocean simulator itself so objects buoyancy is not based on the waves? Or have I misunderstood how it is all connected?

Further, in your tutorial, you suggest increasing the damping (both linear and angular) or otherwise the objects are too bouncy. I had this problem too. I believe it came from partly an incorrect calculation whereby the force was proportional to the square of the depth of the object (which isn’t correct - it should be capped based on how tall the object it). The other main reason is water provides a lot of resistance to motion. Therefore, I believe a separate damping force should be applied to the object (again proportional to submerged volume) to dampen the motion. For me at least, this solved the trampoline like effect without causing the object to move too slowly when dropped onto the water from height. I can’t see anywhere in UVaOceanBuoyancyComponent::PerformWaveReaction where this is being performed, but again, I’m a bit confused by new structure so maybe I’ve missed it.

Happy to share what I’ve got but the new layout has thrown me so wanted to see if I’d missed anything?

I have another question/suggestion:

Hhow could I do to fade the opacity on beaches? Like if the water is very close to the landscape, the water is nearly invisible.
Kind of like that: http://mazika2day.com/images/images/35223286015501312960.jpg

It would reduce the clipping between water and landscape.

Edit: Fixed it. I changed the material to Translucent and added DepthFade!