Can you please confirm if a ragdoll would float on this water, that would make it buy or not. Thanks
You probably mean that each bone of the character is responding to the water surface with correct buoyancy? I havenāt prepared the Physical Water Surface Blueprints for that, and I think it will not work automatically. What is needed is probably to modify the Buoyancy Blueprints so that the buoyant force for each (large) bone is calculated and applied to the bone. This would require some manual setup, for example selecting which bones are important enough to need buoyancy, and placing buoyancy points in these bones. I will look into this issue, my goal is to include an example map with a floating ragdoll. But at the moment this does not work out of the box.
I wanted to use the WaterMotion function in a custom material to make an object conform to the ocean surface, however it doesnāt appear to be doing anything (using the Displacement output as World Position Offset). The UVās are 1:1 scaled with unreal units - am I doing something wrong?
The WaterMotion function only works as intended when all necessary Material Parameters are set correctly. Please have a look into the WaterPlane Blueprint, at the Event UpdateWaveParameters. Here you can see all the Material Parameters that need to be set. By default, the WaterPlane Blueprint only writes the Material Parameters to the Material contained in the Variable MaterialInstance (by default this is the WaterInstanceShiny Material). If youāre using the WaterMotion function in another Material, you need to modify the UpdateWaveParameters Event of the WatePlane Blueprint so that the Material Parameters are written to your custom material.
Thank you for your easy used water plugin.
BUT, there is a problem in my project when I use it. My project is a game which is similar to Ace combat. So, when people look at the ocean at a high location. The ocean looks like a chessboard.
I know you has fixed this problem in replay " Repeating foam texture visible when camera is far away", but it is still repeating foam texture visible when camera is **further **away.
Sorry that I donāt know how to upload a picture.
So, is there any possibility that it will looks better when I changed something with your plugin?
Hi, sorry that I took so long to reply, for some reason the forum notification about your new post did not reach me.
Actually, the foam is faded out at large distances to avoid any repeating foam pattern. Are you sure that what youāre seeing is foam and not something else?
Please send me an email to the support address and include a screenshot of your problem. Also, please let me know which wind speed and fetch length youāre using and if you made any customizations to the water shader.
Hey, how can you change the height of waves via a blueprint?
I saw someone do it by pressing a button and it decreasing the waves.
However doing it like this:
Does not seem to do anything at all when it comes to changing the waves.
Is there something I am missing?
This is in an onTickEvent
Thanks
Yes, this is possible. Please have a look in the level called WindSpeedsDemo that comes with Physical Water Surface. There is a Blueprint BP_WindSpeedsDemo that changes the Wind Speed and Fetch Length every few seconds. I think in your Blueprint you are missing the call to ConstructionEvent of WaterSettings that processes the updated wave parameters. However, doing it like this there is a visible ājumpā in the wave motion when the parameters are changed.
At the moment Iām working on an update that brings smooth transitions between different sea states. This is already working like a charm in my tests and will be released very soon, so stay tuned!
I cannot seem to find the level maps?
Where are they in the content folder?
For the off chance they have not installed for whatever reason, could you screenshot how the blueprint should look based off my above attempt?
Thanks!
They are located under Content -> PhysicalWaterSurface -> Maps
Please let me know if you canāt find them. These example maps are really essential for understanding how the asset is supposed to be used.
Wow niceā¦ this is IMO is a very important featureā¦ is there anything else to be released too?
No maps folder in my content under PhysicalWaterSurface for some reason.
Odd
Yes, thatās strange. Can you try to add Physical Water Surface to a new empty project and tell me which folders you see? Here is what you should see:
Which folders do you see?
Here is how to change wind speed and fetch length while the game is running:
The next update will also bring support for NavMesh. Which features would you like to see?
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Foam and transparency around the edge.
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Scaled object should work too.
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If it not too much, C++ version as I can see the code is already complex and cpu-intensive. But maybe, with 4.15 nativize asset is stable so no more compilation error?
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Aside from gradual change of wave height (wind), gradual change of ocean color?
- Foam and transparency I will implement in a future update.
- I couldāt reproduce the scaling issue. Could you send me an email to the support address and describe in detail how to reproduce this problem? You can also send me a small example project and I will have a look.
- Iāve reported this compilation error on nativizing Blueprints as a bug to Epic. This is high priority for me because it will significantly improve buoyancy performance.
- I think this is trivial to implement for everyone who needs it. The ocean color can be set by writing to a material parameter.
Great asset. Iāve been considering it all day for a project Iām working on. One question (and I donāt know much about assets in Unreal yet) can I use your asset to create a running river? Just finished mapping out the game design. Thanks.
This is awesome; but what if I want to leave buoyancy mode and dive in underwater?
Physical Water Surface was created to represent a large open water surface, like an ocean or a lake. There is no option to create a strong directional flow, so it might not be suitable for a running river. Here you can see what a relatively small body of water can look like. As you see, there is no flow in any direction.
At the moment thereās just nothing under the water surface, so this would require some effort on your part to create the underwater environment.
Iāve found out why packaging Physical Water Surface failed with Blueprint Nativization enabled. The bugfix will be included in the next update of Physical Water Surface which will be releases in a few days. If you want to apply the fix yourself, here is how:
Open the WaterPlane Blueprint and search for the āClamp (float)ā Node. Change the Max value from 1e100000 to 1e10.
With this change applied, Iāve successfully packed Physical Water Surface with the Nativize Blueprint Assets enabled in 4.14 and 4.15 (Preview 3). In 4.12 and 4.13 packaging still didnāt work, I suspect because in these versions Nativization was still experimental.