In UE2 we had a simple but fun called a FluidSurfaceInfo. was a small, simulated fluid surface that you could place in your level, and would respond to the player running through it and shooting it. It was requested that we bring back in UE4. So I am posting the original source from UE2, if anyone is interested in porting it to UE4 as a ! I made a page on the wiki with the source code here:
is a CPU implementation. In UE3 we had a more sophisticated GPU-based fluid surface implementation, but I donāt really know that code, and I thought would be a simpler place to start. I would look at the CableComponent to give an example of how to set up a and render custom geometry each frame. is not intended to be an āocean surfaceā , but something useful for small pools of water (or, you know, toxic acid, lava, the usualā¦). is UE2 source, back when we had .uc files, so the first job will be turning those into UE4 decorated C++ headers.
Iām happy to try and answer any questions about here it here on the forums (if I can remember!) and Iām sorry for the lack of comments :(. If anyone makes some progress, please post your branch here so others can check it out and contribute
That was amazing time, I remember my first āOMG! AWESOME!ā reaction to UT2003 water. And then water splashes were attached in UT2004⦠Still one of my fav VFX out there. Thanks, ****!
RE: the IMPLEMENT_VERTEX_FACTORY_TYPE, you might be able to make another module in your with that code in it, and set the loading phase to āPostConfigInitā. Iām not sure if is early enough or not, but itās much earlier than the default phase for modules.