Okay, I really want to understand the source code, but I’m feeling overwhelmed as a C++ noob. There are two things the fluid surface in UE3 had that version doesn’t: the displacement occurred in objectspace, or along the surface normal, while one works only in worldspace. Also, there was the fluid surface normal node in the material editor that would receive a normal map generated by the surface and could be used by the material.
These two things are absolutely necessary for my project. However, I’m just a beginning programmer and I can’t get heads or tails from the source. Now, I do want to attempt to work on it myself, but if anyone can help with at least guiding me through the code, I would be very grateful.