Update 2 - Released on February 7, 2017
This update brings seamless sea state transitions, support for Blueprint Nativization to C++ and support for NavMesh.
Update 2 - Released on February 7, 2017
This update brings seamless sea state transitions, support for Blueprint Nativization to C++ and support for NavMesh.
Looks beautiful!
How difficult would it be to add some kind of foaming around floating objects?
Itâs possible, have a look at this video where the DistanceToNearestSurface node is used to do exactly this: Physical Water Surface - World Creation - Epic Developer Community Forums
hi, how do i get the new updated version into my map, overwrite the original?
I suggest you make some experiments to find out which method works best for your project (so make a backup first!). Simply overwriting the files could work, you should try this first. But every project is different, so I canât give you a definitive answer.
Another possibility is to add the updated version of Physical Water Surface to an empty project, and then right clicking on the âPhysical Water Surfaceâ folder and selecting âMigrateâ to copy the files to your project to a folder called âPhysicalWaterSurface_Updatedâ. Then you delete the old Physical Water Surface assets one by one in your project. In the âDelete Assetsâ window, there is the option âReplace Referencesâ, where you should choose to Replace the file with the updated version. This way is a bit more elaborate, but it makes sure that no references are broken during the update process.
Physical Water Surface is fully compatible with the newly released engine version 4.15. Donât forget to enable the new option âNativize Blueprint Assetsâ available in 4.15 to automatically convert the Buoyancy Blueprints to C++!
Physical Water Surface was just featured as a spotlight project on the Unreal Engine Livestream, check it out here!
Does the Ragdoll support buoyancy?Whether it can be like a canyon crysis, transparent sea water,can adjust the color, and there are caustics
very very well
Ragdoll buoyancy doesnât work automatically at the moment but Iâm planning to look into this, since multiple people have requested it. The color can be adjusted, but there are no underwater effects right now.
Changing sea states absolutely murders performance, my fps drops from 90-100 to 15-20 during the transition.
Hello.
I am sorry for my silly question, butâŚ
Thank you!
I also see a performance drop when changing sea states, but not that drastic. Could you tell me your PC specs, which CPU and GPU youâre using? Also, are you limited by GPU or CPU performance when doing transitions? Could you also try to package the game with the âNativize Blueprint Assetsâ enabled to check if the C++ version of the Blueprints is fast enough for you?
Everything is done in Blueprint and Material Functions. You can see how everything is set up and you can make changes if you want. I donât call any third-party libraries.
Thank you!
i7 2700K, GTX 970. Weirdly enough it seems to tax the CPU and GPU equally. No significant difference between nativized version and PIE.
Can you send me an email to the support address? I would like to have a look at this in detail.
I just bought this myself and Iâm really loving it. Everything is very organized and user friendly. Itâs really easy to adjust everything. Even when you need to do a lot of custom stuff like me.
Iâve done a lot of research and testing around realistically behaving water in Unreal 4 for a while now. The bouyancy system provided in this plugin is far more advanced than I could ever make myself though, hence why I bought it.
More features are of course always welcome, one feature I would definitely love to see is a way to have shallow water around islands. And a nice transition between two water settings. But for now it provides pretty much all I could ask for.
If anyone needs info on how I used this is my own project or has questions, feel free to pm me. I will create my own project thread soon with some screenshots and stuff to share what this addon is capable off.
Great work , canât wait to see how much further you take this.
Hi there, is there a way to slow down the waves? or decrece the hight below the lowest values for windspeed and fetch leangth? i like the moement. but we are trying to use it for a rather cam lake surface. an dthe waves are too choppy for that.
I think I understand what you mean, so basically sea states like thisand thisare not calm enough for you, correct? You probably want to reduce those small, high frequency waves?
what i manages is to reduce the wave count in the watersettings blueprint. that gave me a few calm waves. but as soon as i increase the wave number i get waves that are too fast. basicly i want a slighly higher amplitude with less friquency.
hmmm not sure if i am making sence.