Project:

://www.unrealengine.com/ue4-on-

your hates me :expressionless:

First , which I still havenā€™t solved:


Second link (but first one might be better quality): https://imageshack.com/i/eywCinbSp

And additionally now:

In wireframe it works just fine but there is a problem with the materialā€¦
I downloaded the latest version of your .

Not sure on the first thing, to be honest I have never tried packaging a game with the , so will need to test that at some point.

For the second. I did some testing and it seems to be an with materials that dont have tessellation (I mainly test with tessellation on, so I managed to miss ). So will need to look at the shader to fix it. Also I noticed in the video when you tried assigning a material it wouldnā€™t assign. There is actually a second slot for the material now - Fluid Material, just above Test Ripple (The top one shouldnā€™t be used, and I was meant to hide it, but forgot).

Please solve the problem with the packaging as soon as possible I really need to work.

Ok, thank you for the info!

[FONT=Comic Sans MS]4.5 Will Help Fluid Surface

I have great news!

One of the whole focal points of 4.5 was enabling runtime invalidating of physics data!

These are the errors preventing packaging of Fluid Surface!


MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: JoyPathFollowCompHighest.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceComponent.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceRender.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\\Documents\Unreal Projects\JoyPathing\Plugins\\Source\\Private\FluidSurfaceComponent.cpp(58) : error C2065: 'UpdateComponent' : undeclared identifier
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\\Documents\Unreal Projects\JoyPathing\Plugins\\Source\\Private\FluidSurfaceComponent.cpp(362) : error C2039: 'InvalidatePhysicsData' : is not a member of 'UBodySetup'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:         C:\Program Files\Unreal Engine\4.4\Engine\Source\Runtime\Engine\Classes\PhysicsEngine/BodySetup.h(396) : see declaration of 'UBodySetup'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: .generated.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\\Documents\Unreal Projects\JoyPathing\Intermediate\Build\Win64\JoyPathing\Inc\\.generated.cpp(244) : error C2039: 'UpdateComponent' : is not a member of 'UFluidSurfaceComponent'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:         C:\Users\\Documents\Unreal Projects\JoyPathing\Plugins\\Source\\Public\FluidSurfaceComponent.h(42) : see declaration of 'UFluidSurfaceComponent'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceModifier.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: .cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceActor.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceRain.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceEngine.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FluidSurfaceOscillator.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: JoyPathFollowCompShortcuts.cpp

So as you can see, once 4.5 comes around it should be much easier to get Fluid surface to compile for packaged games, now that Epic is adding support for runtime physics invalidation!

Special thanks to Ori Cohen for working on !

And of course thanks to for doing the fluid surface !

For everyone, wait till 4.5 comes around and then fluid surface in packaged games should be viable!

:heart:

Thanks , also Iā€™m testing a packageable version right now, with some small changes, will hopefully work for 4.4.



Yes! Thanks a lot @ for the information and @ for just being a great person, I very seldom meet people who are as reliable and dedicated (or focused) as you are!

[FONT=Comic Sans MS]Fluid Surface Now Works in Packaged Games!

Check out picture!

Itā€™s from a PACKAGED game!

sent me some changed files and I tested and now for the first time ever, we can say with confidence that the Fluid Surface is entirely fully functional in every way!

Congratulations

[FONT=Comic Sans MS]:heart:

PS: still needs to update the , but it will be available to everyone soon! Fluid Surfaces for everyone! In packaged games!

Thanks to for all the work and Golding for initiating the whole thing!

Thanks for the compliments !

I have updated my with the latest code changes tested by and updated the release version in my signature. Thanks again to for the diligent testing.

how ok are You with code modification :wink: ?

What do you mean? As in am I accepting code changes? If so, then submit a PR and I will take a look at it. Otherwise please elaborate.

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

I ran into a small, Iā€™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€˜TangentZā€™

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.

Iā€™ll take a look, I suspect its because I havenā€™t correctly dealt with multiple texture coordinates.

Hi,
The steps to link your account with Unreal are pretty inaccurate, so Iā€™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 accountā€¦](.google.com/document/d/1f4aq3117kxsdJS9ksZ-zSdM0DrZorSOZSazOTDysxzI/edit?usp=sharing)

Will ever work with the launcher version of the engine?

If Iā€™m not mistaken, is modifying source code. Since the source code portion of Unreal Engine is way over my head, I wouldnā€™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 donā€™t want to deal with the source code.

Actually no C++ source code is modified by , only a couple of existing shaders, to allow vertex factories to programmatically set displacement before the material. Now I know there are issues with using plugins with the Launcher version at time, but Im guessing once they are resolved, there should really be no reason why wouldnā€™t work.

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

Iā€™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!