Project:

What about Houdini to do ? Could be possible?

The purpose of was to have a dynamic rippling fluid, which was available in the previous versions of the engine (UE2 and 3). You canā€™t do with Houdini, because it wouldnā€™t be dynamic. And even then, UE4 does not support vertex animation (yet) or Alembic, so it would be difficult/impossible to import non-skinned animation.

No, it wonā€™t work on 4.8. There are a lot of changes which must be made in code in order for to work on 4.8. And especially bad thing is that you need to almost completely rewrite FFluidSurfaceSceneProxy

Not really. The only method in FFluidSurfaceSceneProxy that really needs updating is DrawDynamicElements and that only needs to be changed to GetDynamicMeshElements and changed to use the Collector instead of drawing directly and most other changes are just adding RHICmdList to certain calls to RHI.

Other than that I donā€™t see being a very difficult task. I could probably give it a go over the weekend, I still have the source lying around here somewhere.

If you think itā€™s that simple you can give it a try. I havenā€™t dug into it but I think changing DrawDynamicElements to GetDynamicMeshElements will also require a lot of other changes related to views etc.

Thanks for that. I have got quite a bit of experience writing vertex factories ranging from 4.3 to 4.8. Looking at the code, I donā€™t see too many difficulties. Will post again once changes are done.

Nice, I think a lot of people will be grateful to you for . Good luck :slight_smile:

Give it a try on 4.8.3 last night, while the code is relatively easy to port, I have no idea how to setup a proper map to test.

.gif.gif

Hereā€™s a FluidSurfaceActor + FluidSurfaceRain working in 4.8.3 editor view. Will clean up the code and put it to later.

Ah thats good to see, no point me continuing the port

Awesome! However, is there still a possibility that the changes I suggested be implemented?

I posted about it here:

Just pushed my updated source to , grab it here.

Or you can simply grab the binary version (for 4.8.3) if you donā€™t feel like to build it yourself: https://.com/marynate//releases/download/0.1.2/-0.1.2-UE4.8.3.zip

@, I merely upgraded the source to newer unreal api, but know almost nothing about (never use it before). Hopefully someone with more knowledge could take the challenge.

Great was really missing in UE4 (same goes for softbody physics) ill give it a try asap.

Awesome, thanks for taking the time to update to the most recent release!

I found something wrong with normal map setup , I guess the tangent basis is not correct. Tangent & Bi-normal must be recalculated!

Hi all!

First, I want to say that project is really awesome and itā€™s a pity that stops support.

Many thanks to for last version. But it seems like is still buggy. When I place FluidSurfaceActor on scene with initial params it works incorrectly. Itā€™s even not visible in viewport. When I increase size of grid (from 64x64 to 256x256) it appears in viewport. But I need size even smaller than 64x64.

Can someone try to reproduce bug? Or maybe someone knows what is Iā€™m doing wrong?

Thanks!

Ok, I found some stable params (surface is visible and works without glitches):

Workable grid type: FGT Square
Min workable size: 192x192
Min workable grid spacing: 5

2b04ccf3aff1cb0c505c45f5b9c80ce0.png

Anyone else have the same issues?

See the gif.

Can someone upload a functioning project? I donā€™t get to work.

The only thing I get are one directional waves on the Actor.

@ the shaders folder where go in the UE4 engine source folder ?

They go in /Engine/Shaders

Oh yes that is what i like to say is in the Engine/Shaders folder no in Source/Shaders, then i need put that in the engine and not in the project mmm

Thanks.