Woah, that sounds amazing! I was actually about to ask if you had thought about going down that path Do let me know if there is anything I can do to help get it into shape to review.
How are you doing collision at the moment? I would think just treating it as a thin box for collision purposes would be fine.
Absolutely great work , a great already and would really be awesome if integrated in ue4 (i think thats what is meant by pull request, im a bit of a noob when it comes to development nomenclature)
Does it work with 4.1.1? Because when I copied to my UE4 folder, when trying to generate visual studio project to compile the engine, I got many errors in CMD command.
Please an installtaion tutorial would be appreciated. Thanks.
When I put 4.1.1 files and everything required, then I place into /Engine/Plugins/Runtime directory and I place shaders into /Engine/Shaders directory
Then I compile, I get those errors:
I put the plugins/runtime and then copied shader to engine/shaders. The 4.1.1 window pops up saying compiling shaders WorldGridMaterial and immediately shuts down and the engien does not start , so I copied the 4.1.1 source shader folder back, and then the engine lanched and when i enabled fluid , when restarting, I got the same message on launcher pop up window shaders WorldGridMaterial nad the engine launched and was compiling some shaders. Did I make the work correctly by only copying the in plugins/runtime and then copying back 4.1.1 shader folder thus deleting the shaders you uploaded or do I need your shadre folder that does not work?
Lol dude, if my PC was not able to run the engine, then what am I doing here? XD: windows 7 64 bits core i7, 8 GB DDR3 and GTX 660 ! I said after I copied shaders folder from 4.1.1 source back and overwrote your shaders, I got same message and then the engine compiled shaders and started.
Thank you, now it worked great. You see there are many awesome plugins available for UE4, but enabling them is a nightmĂčare, like Substance and coherent UI which need a new version each time a new engine update comes out and they conflict with each others. Epic should really make it easy to enable plugins or integrate the best ones in the engine by default.
BTW, I wrote fluid in search classes and I got fluid actors etc, I put one on the ground and I got grey moving ground. Please make a wiki tutorial about both your plugins and how to use them, how to get a final result with moving water surface and how to integrate a video in a screen for the other . Thanks and continue the awesome work.
Sorry for the troubles, but thank you for blazing a trail! I asked the rendering guys about shaders in plugins, and it is certainly something they plan to address. Iâd like to keep as a , even if it does become a standard one with the engine.
Are you getting blackscreen in 4.2 preview viewport too in many examples (Elemental demo viewport is not black but when you click play everything goes black)? Please answer me if you have same thing as I did, I want to know if it is general or only related to my PC. Thanks!
Ok thanks, The only samples that work correctly with 4.2 preview are Cavde demo and Card game which did not get updated when 4.1 was released, but still you get tremendous FPS drop in them. Epic should update the sampels and 4.2 preview build source code before releasing 4.2 which was planned to be released week.
Please try to integrate your plugins by default with next engine update, because they are very useful and I dont want to compile them with each update. Thanks.