Project:

sapkra, do you have the same as me?

Nope, but I will make a video of my problems.

It’s interesting to see.

https://.com//UnrealEngine/releases is not accessible.

Any to get access?

Latest version I’ve seen is for 4.8.3 and can be gotten from https://.com/marynate/ (thanks to ). I personally can’t get it to work on 4.9.1, but my knowledge of these things is pretty much nonexistent…

Take a look at post: Project: FluidSurface - C++ - Epic Developer Community Forums

Are there any plans for a port to version 4.9.1?

Nevermind, I get the same error when loading the latest version on 4.8.3 - something to do with FluidSurfaceEngine not being found. Will see if I can figure something out…

I should be able to toss something workable together in a day or two, keep your pants up…

Real quick update:

I managed to get it to run, however the rendering is botched. The entire time the surface movement produces weird artifacts and perhaps more weirdly, when it shaded or unlit mode, the waves only project down one axis, while they look perfectly fine in wireframe mode:

I’ll keep at it and hopefully manage to patch it up soon.

And here we go, I got it into a working state:

https://.com/DamirHalilovic//

The caveat is that your material must have tessellation enabled, otherwise you’ll be getting horrid rendering artifacts. Once I get more time I’ll try and get rid of those, but at moment I just wanted to get it in a working state in any fashion. That being said, either my PC is very bad or the performance degraded since the “early days”, since my PC is dying on a 4096x4096 grid size.

If anyone proficient at rendering can take a look at the artifacts, maybe we could get 'em solved faster.

Hi. I want check out that but i have compilation error:
Error 1 error C2027: use of undefined type ‘UBodySetup’ D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 812 1 TheLastCity
Error 2 error C2227: left of ‘->AggGeom’ must point to class/struct/union/generic type D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 812 1 TheLastCity
Error 3 error C2228: left of ‘.GetAggGeom’ must have class/struct/union D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 812 1 TheLastCity
Error 4 error C2027: use of undefined type ‘UBodySetup’ D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 817 1 TheLastCity
Error 5 error C2227: left of ‘->AggGeom’ must point to class/struct/union/generic type D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 817 1 TheLastCity
Error 6 error C2228: left of ‘.GetAggGeom’ must have class/struct/union D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Source\Private\FluidSurfaceRender.cpp 817 1 TheLastCity
Error 7 error : Failed to produce item: D:\Epic Games\UnrealProjects\TheLastCity 4.9\Plugins\Binaries\Win64\UE4-.lib D:\Epic Games\UnrealProjects\TheLastCity 4.9\Intermediate\ProjectFiles\ERROR TheLastCity
Error 8 error MSB3075: The command ““D:\Epic Games\Epic Games\4.9\Engine\Build\BatchFiles\Rebuild.bat” TheLastCity Win64 Development “D:\Epic Games\UnrealProjects\TheLastCity 4.9\TheLastCity.uproject” -rocket -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 TheLastCity

Please help ! I’m useing 4.9.2

Have you checked out the branch I’ve posted above? The error you’ve pasted is something I’ve fixed to get it to work.

Also, an update on - performance is horrid in real-life situations and even though I haven’t dived into the rendering code of UE4 it seems that it is executing on the CPU again rather than the GPU.

Yes, I download from your the newest post and I can’t get it working :frowning: Did you are possible to send already compiled version for 4.9.2 ?

I’ll compile it Monday when I get to the office.

Hello, I was curious if there has been any progress with . I was excited when I stumbled across thread, then saddened to see it pattered out after the seemed to be coming along quite well…

Unfortunately no, my time is rather limited and without help from Epic on the rendering side I am not able to make any progress on . Unfortunately, there doesn’t seem to be a way to get a hold of anyone who was involved in thread before.

Roger that- my time is limited as well. I’ll be keeping my eye on though, and will take a stab at tinkering with it, time willing. I’m no guru, but I can certainly test and share results.

On a side note, I’ve been messing around with FleX and other Nvidia tech, and one of the first things that popped into my head was: “How hard would it be to get FleX particles/physics to interact with ?”. Granted, getting working solidly first is necessary :P. Thanks for your efforts so far. I can’t believe isn’t already built in by Epic. I suppose it’s due to all the alternative fluid stuff we have floating around…

Hello guys is very promising and i’ve been playing around with for a while, I would like to ask a few questions and would really appreciate some tips from anyone who can help:

1 - To my knowledge is the only Fluid dynamic surface present for unreal 4 (other than Nvidia waterworks), is correct or are there at present any more such solutions out there available for us through plugins or otherwise?

2 - Any reason why particle collisions don’t work on surface CPU particles, if so would they move with the deformations of the fluid surface?

3 - What does it take as collision? is it only the capsule of the actor? I have a character walking in the fluid waist level, I would like the hand movements to also influence the water surface, right now it seems a little uniform as if a single capsule driving it. is not a big at all, but i’m curious to understand how the collisions work.

I also understand that was a port and greatly appreciate the time and effort you guys put into !

Thanks!

I am now using 4.10, and I get a warning saying it needs to be re compiled, how do I go about doing ? I’m guessing it has something to do with Visual Studio