Hello! Water at the level flickers very strongly, from a light shade to a dark one, I think the point is in reflections, how to turn them off?
It could be this issue. Please click the link and see if changing Bounds Scale fixes the problem.
Another possibility could be that youāve tried to enabled Ray Tracing (which is not supported at the moment).
If none of these two ideas fixes the flickering issue for you, please contact me at [EMAIL=ātherealtheokoles@gmail.comā]therealtheokoles@gmail.com
The issue with the water turning red is something that Iāve never seen before. My guess is similar to yours: This is probably caused by some specific issue in your project. It could be somehow related to the Editor View Mode, or that some Developer Show Flags are enabled. But itās strange that the issue is appearing in game, and not in editor. Did you modify the Water material in any way?
About beach foam: At the moment Iām working on a transparent version of Physical Water Surface with beaches, but the development is not yet finished. In the meantime, please have a look at the following link, itās a very simple method to make beach foam: https://forums.unrealengine.com/deveā¦am=&viewfull=1
Thanks for the reply. Since I posted I found that the red issue appears if I move my player to the lake with fast travel (SetWorldLocation) in world composition enabled mode. If I get to the lake walking and wcomp does its streaming job, itās ok. So sth is wrong with streaming here. Very strange, but the issue isnāt with your asset specifically but all other waters with reflective surface.
Canāt wait for your foam solution :), but I will check the one you linked.
Update: It seems the red issue caused by scene capture 2D components somehow. It uses a red render target texture by default, so I think if capture is unsuccessful, it renders the original red texture.
Customer Projects Gallery
Check out the new Customer Projects Gallery in the Physical Water Surface Wiki!
Iāve created this new section to showcase projects that use Physical Water Surface.
The latest game that uses Physical Water Surface is Britannic: Patroness of the Mediterranean (here on Steam):
https://wwwā¦com/watch?v=sXWnh-5K0fE
watch?v=xCoLuEXOSBI watch?v=vL5yOyC1uK0 watch?v=HhSsh1WqSsk
Tutorials by Customers
Scorpion Venom Studio Games](https://wwwā¦com/c/ScorpionVenomStudioGames) has produced some great tutorials that show how to use Physical Water Surface. Iāve created a new page in the Physical Water Surface Wiki for this extensive tutorial series:
How to set up physical water surfaces in Unreal Engine 4:
watch?v=wLQ9QSJfQsg
How to make an object float with the buoyancy component in UE4:
https://wwwā¦com/watch?v=fEUoAlZz-zo
Fixing sky light tutorial in Unreal Engine 4:
watch?v=DV4nB0txPmg
How to change ocean waves in physical water of Unreal Engine 4:
watch?v=qtpejWoSxM0
How to hide water inside the boat in UE4:
https://wwwā¦com/watch?v=-IxB1d102Nk
How to navigate and use physical water surface blueprints documentations:
watch?v=e8dT4u7jc0Y
Hi, !
I tried to make a simple project that can help me to understand this bug, and yes, How did I say -> When you migrate project from UE4.24 to 4.25 shape of waves is different.
What did I do:
- I created controlable wave that get input Time Parameter instead of Time node
- In level Blueprint I created setup that can get cube on scene and set it into Source of Take Recorder. And when you start playing the cube transform is recorded by Take Recorder from first frame(actuallyzero frame).
- Then I migrated all these stuff into clean project which version - 4.25
- And When Iāve started playing sequence(which I recorded using Take Recorder in 4.24 project) wave shape wasnāt similar than wave shape from 4.24
Is it possible to fix it?
I really frustrated about this, because if I didnāt find problem solution, I will remake all ships animation on this scene:eek:
I think this is caused by the issue described here.
The random phase of the Gerstner Waves is generated from a fixed seed using the Random Float in Range from Stream Blueprint node. In UE 4.25 this node returns a different value for the same seed than in previous engine versions (according to the engine release notes this behavior is intended). This explains why the waves have a different phase in UE 4.25 and look different.
To keep the same water motion in UE 4.25 you could try the following workaround:
The phase information is stored in the variable **Phi **of the WaterSettings Blueprint.
Open UE 4.24, and save the content of the **Phi **array to a file (for example using a SaveGame object).
In UE 4.25, open the WaterSettings Blueprint and modify the code at the ConstructionEvent in the comment box called create phase array: Replace this code that randomly generates the Phi array with code that reads the Phi array from the file (that was saved with UE 4.24).
This way the waves in UE 4.25 will have the same phase as in previous engine versions.
I did it! =)
I wrote all **phi **from UE4.24 in *.csv file, and then loaded this *.csv file in UE4.25, and the waves became in the correct shape!
Thank you !
The update history can now be found here in the wiki.
The Marketplace September Flash Sale is here! Use this opportunity to get Physical Water Surface for 50% off: Physical Water Surface in Blueprints - UE Marketplace
Do you still plan shore waves?
Yes, Iām still planning shore waves. The transparent version of Physical Water Surface will be released over multiple updates, each bringing new features. At the moment Iām finalizing the first of these updates that will bring transparency and refraction. Shore waves are planned for one of the following updates.
Oh, that would be so cool! But I forgotten to ask, will you also add underwater, and perhaps even a waterline? Still seeking a Ocean solution which includes:
- Shore waves
- Underwater
- Waterline
- Buoyancy
Perhaps this is due to TAA, not enabled (guessing)?
Yes, Iām also considering underwater environment and waterline. In my opinion shore waves are the biggest challenge.
Has anyone tried this plugin with Ultra Dynamic Sky? The water reacts somewhat to that sky, but I wouldnāt say that the result is goodā¦
Similarly, the new clouds in 4.26 donāt seem to interact well with the water here eitherā¦
@** **Hi!
Could you tell me, please, How can I convert your delta normal from Function CalculateDeltaNormal, to rotation?
Please have a look in Event Graph of the Buoyancy Blueprint, in the commet box āSinglePoint buoyancy modeā. Here you can see how the Normal output of the CalculateDeltaNormal node is converted with the RotatorFromNormal node to a rotation.
This code is used to provide the rotation for the three small cubes that float on the water surface in the DemoMap (using SinglePoint Buoyancy Mode). The rotation of these cubes follows the rotation of the water surface.
I am currently working on an AI boat sailing on the water, can I use your water? If it can be used, does the water cooperate with navmesh? Hope to get your answer.
Yes, **NavMesh **will build on the water surface, as described in the section "Can I use NavMesh to create an AI controlled boat?" in the Physical Water Surface Wiki. Implementing AI for a boat is very similar to AI for a car, so this tutorial can be helpful.
As of today, Physical Water Surface is compatible with the latest engine version 4.26. Please let me know if you should encounter any problems.