Project:

4.13.2 update, NOT TESTED.

https://.com///

Let me know about the UPrimitiveComponent >> UMeshComponent >> FluidSurfaceComponent hierarchy calling that physics state deal.

Will test out later, got modelling to do, I’m no coder.

Edit: Editor not even loading, beleive its shader.
With stock 4.13.x shaders its loading a blank c++ project but not a project with the , so… code? We’ll need the shaders to work anyway so gonna require some modifications and I know nothing about shader code.

From what I can tell when the surface is placed overlapping a landscape it adds all of the landscape components to the collision array or something like that.

Edit: Here is the problem FluidsurfaceComponent.cpp GetWorld()->OverlapMultiByChannel(OverlappingActors, GetComponentLocation(), GetComponentQuat(), ECC_WorldDynamic, CollisionShape, FCollisionQueryParams(false));

I just changed the channels accordingly

Yea the fact that most of the coding is happening on the shader side was gonna hit us full on eventually, has anyone got a 4.13 working?

Thanks for all of your help @!



[QUOTE=docjor;637859]
From what I can tell when the surface is placed overlapping a landscape it adds all of the landscape components to the collision array or something like that. 

Edit: Here is the problem FluidsurfaceComponent.cpp   GetWorld()->OverlapMultiByChannel(OverlappingActors, GetComponentLocation(), GetComponentQuat(), ECC_WorldDynamic, CollisionShape, FCollisionQueryParams(false));

I just changed the channels accordingly
[/QUOTE]


Thank you for sharing your research and progress @docjor!

Will the Fluid Surface you provided work with Unreal Engine 4.14.1?

Hi folks.
I’ve been lurking and following thread and wanted to share with you what we’ve been working on.
://vimeo.com/198479571

Plug for my game aside, we’re running a multi-threaded, CPU-side real-time fluid surface solver that’s fully cross-platform. We first built in C# & XNA and had it running on the 360. Then in Java & ActionScript to have it running on Android via Native Extensions, before porting to C++ and running in the Havok Vision engine.
I’ve finally done the work to bring it to UE4 and already have it as a in our own project as seen in the video/GIF above. There was a lot of internal debate, but we’ve decided to make into a free !

I need to clean up the code, write some docs and decide exactly how we’re going to share it, but hopefully will be of some use to many more of you out there :slight_smile:
What we do have is:

  • Runtime Mesh generated surface
  • Multi-threaded fluid solver (Navier-Stokes equations)
  • Fluid Volume (for buoyancy, fluid movement resistance)
  • Fluid Actor component (for interacting with the surface; but adding buoyancy forces)
  • Blueprint functions and Events (to add surface forces; know when an object hits the surface; or enters the volume and more)

Oh, and in that video, the surface has 256x256 vertex dimensions (65’536 verts total) and still runs at 60fps on my laptop, without batting an eyelid :slight_smile:

Really cool Jawdy! look forward to seeing it!
Your game there looks very fun as well.

So all could be done via the physX flex but only for Nvdia gpu’s?

Thanks, to both!

Yes and no.
The solution I present above and what most of thread is about, is a simple surface fluid solver, rather than an entire fluid volume. Flex presents entire particle systems and while items such as Waveworks are awesome, they’re also pretty CPU/GPU intensive and don’t support mobile platforms.
So, the “Yes” part, is that Flex/Waveworks would allow you to perform great fluid simulations.
The “No” part, is not without fairly high overheads and lacking mobile support.

A few pages back on thread, someone mentions about porting the current from a GPU solver to a CPU based on, so that it can be more platform agnostic/friendly. Also, the surface solver (and simple buoyancy volume) in my upcoming is both multi-threaded and pretty lightweight. For example, my last tests on a ZUK Z1 Android device were with a 128x128 surface and it ran at 60fps… that reminds me, need to check the latest version!

Hello. We have tried 4.12 version and 4.13 converted to 4.12 - on both versions there is duplicated plane when Early-Z Pass is set to “Opaque and masked meshes”.
Also any tessellated material doesn’t compile due error: Error [SM5] FluidSurfaceVertexFactory.usf(720,53): error X3004: undeclared identifier ‘View_ViewOrigin’.
Is it something which is possible to solved easily?

Also found bug on other material:
Translucent, unlit with such setup
UV2Bug.jpg
Errors:
Error [SM5] Material.usf(1576,33): warning X3206: implicit truncation of vector type
Error [SM5] FluidSurfaceVertexFactory.usf(417,12): error X3003: redefinition of ‘TangentZ’

With channel 0 or 1 it works fine

Is it possible to reupload the on the link doesn’t work anymore.

is hosting the here now:
https://.com/marynate/

Looks cool. Was ever released?

Is old water surface somehow workable in 4.18 ? If not, what would be common accepted substitute for such water ? Thank You.

Any that will ever be resurrected?

Yeah the project works great for 4.12 :stuck_out_tongue:

Although you should be able to just take the fluid surface actor from the official Content Examples. It’s in the Render Target example level, or something. Should be able to swap in some nice textures, adjust the material, and have something that’s basically .

A lot of people are working on water solutions on their own. Should see more stuff pop-up in the next few months. Or you can always use Nvidia gameworks water.

No idea if works or how well it works but beautiful person updated the to 4.22 https://.com/KnIfER/-ue4.22

Link gives 404? Is it removed?