Project:

how ok are You with code modification :wink: ?

Hi ,
First of all, great work putting together, looking great already.

I ran into a small, I’m using a 3rd UV channel to control rain flow direction on different surfaces, so I have a TexCoord node in the material with its index set to 2.
setup works fine until I enable your Fluid Surface , I get error in all materials in the project using 3rd UV channel:
Error [SM5] error X3003: redefinition of ā€˜TangentZ’

If I set the UV index to 0 or 1 everything works fine, but I really need that 3rd UV channel.

Any ideas?
Thanks

Edit: The itself works as intended, I can place a Fluid Actor and interact with it.

Hi,
The steps to link your account with Unreal are pretty inaccurate, so I’ve provided the appropriate steps in a Google Doc. Feel free to reference it wherever you like and let me know if you have any other issues. Hopefully these steps will be provided in better detail by Unreal in the future.

Instructions to link account with Unreal account…](.google.com/document/d/1f4aq3117kxsdJS9ksZ-zSdM0DrZorSOZSazOTDysxzI/edit?usp=sharing)

Will ever work with the launcher version of the engine?

If I’m not mistaken, is modifying source code. Since the source code portion of Unreal Engine is way over my head, I wouldn’t know if it could simply be stripped out and put in the ā€œlauncher versionā€ of the engine (code first projects/blueprint projects).

Instead of waiting for something complicated to be translated into some ridiculous blueprint, I recommend cutting your losses and going with a simpler solution if you don’t want to deal with the source code.

Ah, thanks for correcting me. I’ve found as well. Maybe it can inspire some ideas on how to fix some unresolved issues, like the Launcher.

I’ve only ever used the fluid surface with the launcher version of the Engine!

I just make it a project-level and move the shaders into the launcher-version folder as specified in the downloaded instructions

:slight_smile:

So it is possible!

Have you considered fluid simulation in a container? Right now it doesn’t really require anything to work. Maybe adding the ability to match the container if one exists or to get really complicated, it could also flow out of the container and find other containers to fill.

would [probably] require a rework to make it an actual fluid instead of just the top area. Additionally, there could be an actor that creates water source and another that removes water source.

Thanks for the replay . It must be me doing something wrong. I don’t touch C++ at all, I just use blueprints, could be what I’m missing? It says in the instructions I have to compile something. I have plugins from Allegorithmic and the Razor Hydra and they work fine just by dropping them into the project plugins folder. When I do that with the fluid surface I can see it in the list but when I enable it the project doesn’t load and says it can’t find something.

Edit: Thinking about it now, considering which section thread is in I’m asking a very stupid question above :slight_smile:

May I please request a simple tutorial on getting the Texturemoive working with the recent release ? (4.3.3.)

Is the same process to get the fluid surface to work? My project is not a code based project I only use blueprints. Does stop me from using the plugins for my project?

Thanks for any info.

Currently, I can’t test it because I don’t have an active subscription right now, but when I first tested it a few months ago, the ripples were aligned to the world Z-axis so if I rotated it upright, it would deform incorrectly. Now, with what I plan to use it for, I need the actor to be able to correctly ripple at any angle. The fluid surface actor in UDK/UE3 did do , since I worked with that before, so if it is possible to align the ripples to local axis, how would that be done? I have very, very little knowledge of C++ so I barely understand generic code and can’t look it up myself.

e.g.: to clearify, the reason why I need the surface to do is for the Stargate event horizon. I managed to create one in the UDK based on the Stargate Resistance game, which used the actor to generate ripples when characters pass through. Of course, the 'gate is normally placed upright, but can also be placed in any other angle.

Thanks for the replay and for the hard work on these plugins. I think a tutorial on how to install these would be great for those of us who are not very familiar with C++ and for people like me who are just slow :). If i’m shown it properly one time then I get i’ll get it for the rest. Thanks

That’s fine. I don’t intend to keep using the older versions. I plan on re-subscribing in a short while and update the then. It’s just that I don’t have the budget to maintain the subscription and I don’t always use the engine as I’m still learning, so I subscribe only to update the engine and plugins when necessary. But anyway, thanks for acknowledging the problem. I await the update eagerly.

That link doesn’t seem to work for me.

See post for linking your Account with your UE4 subscription: Anyway to get Unreal Editor Manual for offline use? - Community & Industry Discussion - Epic Developer Community Forums

is very cool; but did anyone managed to package when using it? Or that crash when building is a constant?!

okay, I got it compiled into the engine source. Problem now is that it doesn’t appear as a in my project. I placed everything into the plugins\runtime folder before building UE4 and then added the shaders after the build. Any ideas?

edit: Seems it was my mistake. All fixed now.

Hey ,

Thanks for being awesome to the community =]

I tried your in 4.4 and now in 4.5. I get a crash when I try to drag the Fluid surface actor inside the viewport on both versions. I probably did some stupid mistake while installing but I can’t seem to find it so here goes.

First I tried just adding the to my projects pluginfolder, and the shaders to the 4.5 engine folder. -> Got above described crash.

Second try I downloaded the project you got on git, ā€œdownload source.zipā€ where everythings already added. -> Downloaded dependencies for 4.5, built it in VS2013, launched and created a clean project -> Enabled the and restarted the editor. Once inside again, when I drag the Fluid surface actor inside the viewport eveything freezes.

I’ve tried it in Third person BP/C++ and First person BP/C++, also tired building the project inside the editor before dragging the actor, but still the same.

is the error:


Fatal error!

Unhandled Exception: EXCEPTION_INT_DIVIDE_BY_ZERO

nvwgf2umx.dll!UnknownFunction (0x000007fee2e10d50) + 0 bytes [UnknownFile:0]
nvwgf2umx.dll!UnknownFunction (0x000007fee33edb11) + 0 bytes [UnknownFile:0]
nvwgf2umx.dll!UnknownFunction (0x000007fee360a94f) + 0 bytes [UnknownFile:0]
nvwgf2umx.dll!UnknownFunction (0x000007fee35d8f87) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef94b2024) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef94736a8) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9467dcf) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9450c7a) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9494a95) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9494a4b) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9493f50) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef948aed8) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef9450f2e) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef949fdbc) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef949f985) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef949f265) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef94597d8) + 0 bytes [UnknownFile:0]
d3d11.dll!UnknownFunction (0x000007fef945937e) + 0 bytes [UnknownFile:0]
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHICreateShaderResourceView() (0x000007fee53f8813) + 29 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\windows\d3d11rhi\private\d3d11uav.cpp:142]
UE4Editor-RHI.dll!CreateShaderResourceView_Internal() (0x000007fee95470ab) + 91 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\rhi\public\rhimethods.h:673]
UE4Editor-RHI.dll!FRHICommandListImmediate::CreateShaderResourceView() (0x000007fee954679a) + 666 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\rhi\public\rhimethods.h:673]
UE4Editor-.dll!RHICreateShaderResourceView() (0x000007feddc773a8) + 40 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\rhi\public\rhimethods.h:673]
UE4Editor-.dll!FReadBufferStructured::Initialize() (0x000007feddc75618) + 13 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\plugins\runtime\\source\\private\fluidsurfacerender.h:55]
UE4Editor-.dll!FFluidSurfaceRenderData::InitResources() (0x000007feddc753d3) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\plugins\runtime\\source\\private\fluidsurfacerender.cpp:94]
UE4Editor-Engine.dll!UActorComponent::ExecuteRegisterEvents() (0x000007feea2627d0) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\actorcomponent.cpp:776]
UE4Editor-Engine.dll!UActorComponent::RegisterComponentWithWorld() (0x000007feea28edf7) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\actorcomponent.cpp:618]
UE4Editor-Engine.dll!AActor::IncrementalRegisterComponents() (0x000007feea27ef69) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\actor.cpp:2995]
UE4Editor-Engine.dll!AActor::RegisterAllComponents() (0x000007feea28e8db) + 7 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\actor.cpp:2946]
UE4Editor-Engine.dll!AActor::PostSpawnInitialize() (0x000007feea28ada9) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\actor.cpp:2099]
UE4Editor-Engine.dll!UWorld::SpawnActor() (0x000007feea5ac06b) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\engine\private\levelactor.cpp:327]
UE4Editor-UnrealEd.dll!UEditorEngine::AddActor() (0x000007fee7f0b6c1) + 31 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\unrealed\private\editor.cpp:6078]
UE4Editor-UnrealEd.dll!AttemptDropObjAsActors() (0x000007fee804c9a2) + 41 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\unrealed\private\leveleditorviewport.cpp:204]
UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::DropObjectsOnActor() (0x000007fee805b455) + 108 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\unrealed\private\leveleditorviewport.cpp:831]
UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::DropObjectsAtCoordinates() (0x000007fee805af03) + 56 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\unrealed\private\leveleditorviewport.cpp:1188]
UE4Editor-LevelEditor.dll!SLevelViewport::HandlePlaceDraggedObjects() (0x000007fede8b13bb) + 107 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\leveleditor\private\slevelviewport.cpp:754]
UE4Editor-LevelEditor.dll!SLevelViewport::OnDragEnter() (0x000007fede8e4aaf) + 14 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\editor\leveleditor\private\slevelviewport.cpp:431]
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseMoveEvent() (0x000007fee9a0faf7) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3860]
UE4Editor-Slate.dll!FSlateApplication::OnMouseMove() (0x000007fee99fbb84) + 17 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3672]
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() (0x000007feed1c99fc) + 10 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\core\private\windows\windowsapplication.cpp:1393]
UE4Editor-Core.dll!FWindowsApplication::DeferMessage() (0x000007feed1b60eb) + 74 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\core\private\windows\windowsapplication.cpp:1637]
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() (0x000007feed1cadc9) + 41 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\core\private\windows\windowsapplication.cpp:737]
UE4Editor-Core.dll!FWindowsApplication::AppWndProc() (0x000007feed1b2a32) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\core\private\windows\windowsapplication.cpp:599]
USER32.dll!UnknownFunction (0x0000000077299bd1) + 0 bytes [UnknownFile:0]
USER32.dll!UnknownFunction (0x00000000772998da) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() (0x000007feed1cb286) + 48 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:757]
UE4Editor.exe!FEngineLoop::Tick() (0x000000013fb4b082) + 8 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2111]
UE4Editor.exe!GuardedMain() (0x000000013fb40c3e) + 0 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor.exe!GuardedMainWrapper() (0x000000013fb40caa) + 5 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor.exe!WinMain() (0x000000013fb4c859) + 17 bytes [c:\users\marcus\desktop\fluidsurface45\unrealengine--4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor.exe!__tmainCRTStartup() (0x000000013fb4d789) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x00000000773959ed) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000774cc541) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00000000774cc541) + 0 bytes [UnknownFile:0]


I’m using a GTX680. I used some old drivers at first but grabbed the new ones, 344.75 and tried today before posting