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?
Yep, just me being an idiot and missing the step where you update the time in the OceanState object.
Hi, this looks amazing and would really like to give it a try. Unfortunately I’m using 4.0.1 version of the engine thus am unable to use it. I have read a comment saying that I need to recompile it, And this is where I’m stuck. I really don’t know how I would go about doing this. I have visual studio 2010 from when I was back at Uni messing with the Cryengine.
Could anybody help me out?
[QUOTE=csharp1024;92158]
Using the 4.3 preview engine code, I made some changes to the code. I got it running after checking some diffs of the engine commits
Here are the changes I made. This isn’t in binary form, but I’m sure ufna could make it happen
I am trying to compile this all together, but I don’t get how you set up the file structure. Could you either A. send a working compiled , or B explain how to do it.
[QUOTE=csharp1024;92158]
Using the 4.3 preview engine code, I made some changes to the code. I got it running after checking some diffs of the engine commits
Here are the changes I made. This isn’t in binary form, but I’m sure ufna could make it happen
Thanks, man!
I’ll take a look next week and make a significant update of the .
[QUOTE=Soul wraith Games;99945]
I am trying to compile this all together, but I don’t get how you set up the file structure. Could you either A. send a working compiled , or B explain how to do it.
I can try to explain it:
The file I posted is a git diff - basically the difference between the original files, and the modified ones.
If you are using git, then you should just be able to apply the diff to your source. If not, then you would have to go through the file looking for lines like this:
[QUOTE=csharp1024;92158]
Using the 4.3 preview engine code, I made some changes to the code. I got it running after checking some diffs of the engine commits
Here are the changes I made. This isn’t in binary form, but I’m sure ufna could make it happen
Can you make a fork and/or a pull request on ? That would be useful.
I stumbled across this thread while searching for a good water/ocean solution for UE4. I work with a mac, but as it seems like all the direction signs point to this thread when searching good water for Unreal Engine 4, I tried to use this in my project. I downloaded the source code, implemented the changes csharp1024 kindly offered, compiled the code and made it to the point where I can enable the in UE4 under 4.3 (and 4.3.1). However, when I activate the and restart the editor it crashed on restart.
Well, I thought it would do so, as the lack of “StructuredBuffer” support under OGL was mentioned in this thread earlier, but to be honest, I’ve not really an idea what this exactly means in terms of using this under mac os x (using a workaround now or maybe in future). Could somebody please try to explain it to me? Would it be possible to recode the shaders using a workaround instead of StructuredBuffer? Also, if not possible, anyone else may knows a good alternative for people using UE4 under os x?
P.S.: If somebody could use the source code with the changes csharp1024 made for 4.3, please pass me a PM and I’m happy to send you the files.
yeah I’m in the same boat as you. I was forced to use CryEngine as for my current project as and infinite ocean plane of high quality water was more important than mac compatibility. it sux. UE4 really need to implement something on par with the ocean Water in CryEngine. “I’m not championing CE people I hate using it. it is a horribly unfriendly engine.” I really wish Epic would get on this. I don’t need high levels of interactivity but I do need nice water that will go to the horizon.
That being said I did get this working back around 4.1 I think in windows and I have to say it was REALY REALY heavy! just putting a patch of this in the scene in having it in view sends the GPU fan into overdrive. I don’t think that it is a practical solution. I think that having a grid big enough to reach the horizon in all directions. say for being on a ship in the middle of the ocean is completely impractical. Also From the version I got running there was now underwater effects and the water was totally opaque with no foam or foam interaction is penetrating objects.
I really Hope that Epic will tackle this and give the engine and ocean systems that is truly deserves.
I agree.
It is one of the first things I requested:
://answers.unrealengine.com/questions/64491/feature-request-fully-functional-ocean-materialplu.html
Hi and thanks to both of you for your helpful reply!
Same here - I tried CryEngine before and found it pretty unfriendly for users too, but the water/ocean plus underwater effects are awesome and amazingly easy to set up and customize. As I don’t want to use CryEngine instead of UE4 if not really necessary, I guess I’ll start prototyping even without good water - thought I’ll implement only basic water and improve it once the game reached alpha stadium. James, also thanks for mentioning that it was quite heavy too - I suspected it but wanted to see how much would be possible.