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));
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!
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
What we do have is:
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?
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.