How can do this???
Hi, we bought the asset, very nice work!
We have one major bug. When setting the water plane at position altitude, things are going quite smoothly.
But we need to set it at a negative altitude ( -800 ) and physic is going wrong ( solid are ābouncingā above surface and then after 15s stabilize into water).
All debug functions are messed up also (infinite vertical line)
We are using 4.14.3
How do I go about syncing the ocean in a server/client relationship? I see it says in the doc where it says replicate the time, but what exactly do I have to change to do this? I have replication movement set on my actors, and theyāre floating/moving, but the movement is kind of jerky. I assumed syncing the time would fix this?
Sorry that youāre affected by this bug! This as also been reported by other customers, see here.
I will try to fix this soon. In the meantime, is it possible as a workaround for you to put the water plate at Z=0 ?
Please send me an email to the support address. I have a more detailed description how to do network replication that Iāve developed with customers in the past. It is not quite ready to be published, but I can send it to you via email. It will explain what exactly needs to be done for network replication.
This could be helpful for you: Translucent Water Material - Displacement Banding Issue - Rendering - Epic Developer Community Forums
Thanks. We will wait for the fix.
Now share howā¦its the law
Nice work on this pack, it looks pretty awesome with the Transparency as well !!!
I would love to see a storm example
[FONT=Arial Black]Test storm example
[/QUOTE]
Cool!!!
Hi - Thanks for this great water system.
I understand you plan to including some transparency features in the future.
Iāve tried myself, and got pretty good results but Iāve also had to face some major compromising.
Iād like to have stencils(debthBuffer) for masking out the water and have decals for adding wake effects(etc).
However, stencils are a feature of āTranslucentā blend mode, and decals are a feature of āMaskedā blend modeā¦we canāt easily use both features together.
I started a thread in the Rendering forumā¦hoping to get some ideas.
Iām not sure if itās practical to add these features to Physical Water Surface, but it would very useful for anyone using your shader with boats.
Aye Aye, Captain!
interested
Nice! Any chance weāll see some of those upgrades integrated into the retail asset?
Your work is just amazing! Canāt wait to see how you achieve this:D
This looks great and is very interesting for me. However, I canāt just add content created by other people to Physical Water Surface, it needs to by my own creation. Itās great to see what people want and what can be achieved, I will try to implement something similar.
Jonathan, of course youāre invited to share how youāve achieved this, people (me included) are very interested what you have done exactly. I could also imagine to add a chapter to the wiki about modifications and how-tos created by customers with interesting content like this.
Very much interested
I have a strange problem. Every time i add the water plane to a level (i even tried to create a stock third person c++ project) and i jump into the water, i keep sliding on the water at VERY fast speeds seemingly at random. It is enough to turn my mouse to change direction and slide away at ludicrous speeds. Iām using UE 4.16.2. Is it related to my UE version or what could be the problem?
Thanks
So these collections or functions need additional purchase? Such as water cross section?
No, I will implement something like this in Physical Water Surface and when that happens you will get the update for free.