Hey, you need to rebuild it in VS with .unrealengine.com/latest/INT/Programming/Development/VisualStudioSetup/UnrealVS/index.html . Just add into yourproject/plugins directory and shaders in engine/shaders and rebuild. Also, for 4.10 the’res missing #include “PhysicsEngine/BodySetup.h” in FluidSurfaceRender.cpp. You can download file with that included from https://.com/Nevermore3012//tree///Source//Private if you’re not sure how to do it (I’m not going to work on as I’d have no idea how - it’s just quick fix).
I also have a quick question as to how to set up the actor - How does it calculate how high the waves will be when actor is entering it? I’d like it to make it bigger when my character walks into it - should I make it more massive?
I actually got some time on my hands these days so I might take another stab at . The big I’ve run into is that it performs HORRIBLY in anything but an empty scene. Perhaps that was a 4.9 bug but my gut feeling tells me that the syntax for running stuff on the GPU has changed and the calculation is back on the CPU. I’ll dig a bit more into it and see if I can get it to work.
Unfortunately, all Epic devs that had an interest in seem to have their hands full and are gone from the thread.
Not sure how empty the empty scene should be , but in 4.10 it works fine for default size plane on FPS template with some geometry added http://imgur.com/jaCiUWv (same in fullscreen)
I was testing it in a real-life scene with tons of foliage, streaming levels etc. and the moment I enabled the fluid calculation it dropped to 5-6 fps. That was in 4.9 though, I’ll give it a try once more.
While testing , I had to remove all collisions from the fluid surface but one, the character, the performance gets better that way, if there are any other collisions things slow down massively. Hope info helps.
I still can’t get work on 4.10 . ___ . Someone can upload already compiled version of because when I try compile project source I got lot of errors in VS
Where you said ‘performs horribly’ I can only assume you mean when you attach the water to a landscape, if not, I hope you’re also looking into , EPIC should be helping you, considering how many people want , without fluid simulations, a game just doesn’t feel complete, it’s the only reason I’ve opted to go to Cryengine for a specific project. I would really appreciate if was fixed some how.