Project:

Yeah I know about that , but he does things in a very different way to how works, so unfortunately I can not modify it to work the same way. I honestly don’t think there will be any issues with the Launcher version, as the shaders are in source version even in the Launcher, and are compiled down when you build a material, and/or cook your project, so as long as the shaders are dropped in to the right place and the DLL is placed in the right directory, it should just work (If the issues with using plugins in the Launcher version have been resolved).

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.)

Do you actually mean 4.3.3 or maybe 4.4.3? Which was the more recent release. The should have no issues working on 4.4.3 as that was the last version I used to test it with Mustard687’s code additions. You will need to use a code based project. and place the source from into your projects plugins directory ie. [ProjectDirectory]\Plugins. Then compile the project in VS2013. (Or via the editor, as long as u have VS2013/MSBuild installed). Then load the editor and goto Windows -> Plugins and Enable the Windows Texture Movie , which will restart the editor. After which you should be able to import WMV and AVI movies.

As of UE4.5, Epic has introduced the Media Framework, which does the above in a much, much better way. I will no longer be updating the personally to work with future versions, so if you move to 4.5 I would suggest you start using the new Media Framework.

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.

Yes its essentially the same process, except shaders go into the [EngineDir]\Engine\Shaders (Overwriting the ones there - So don’t use with 4.5 just yet). For blueprint based projects, you will need to add a game module at the very least to your project, and then place the code into the plugins directory as specified above. is to ensure that the can actually be compiled.

I will be porting the to 4.5 very shortly, so I will take some time to write some better instructions for C++ and for blueprint based projects, and for launcher vs. source versions of the engine.

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

Just to let everyone know. I have ran into complications getting the Fluid Surface to compile in v4.5. Until they are resolved there will not be a v4.5 compatible release. Please refer to the below Answerhub entry for the complications. And if you have a solution let me know on there.

Thanks.

EDIT: Problem solved, will continue with release.

Just wanted to say that I aknowledge problem, and am investigating for the 4.5 release. The change will not be back dated, so if you wish to use an older version, you will have to patch in the change yourself. I’ll make sure to clearly comment where I fixed it.

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.

Finally got around to uploading the initial update for v4.5 and v4.5.1. Will work on the issues pointed out by nivao above.

https://.com//UnrealEngine/releases/tag/-4.5

That link doesn’t seem to work for me.

You need to be logged onto your account and that needs to be linked to your Unreal Engine account. If you can access the Unreal Engine repo, you can see mine. I have just tested the link, and it works.

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?!

Should be packageable now. Me and worked on that for a bit and got it working.

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.

Hi All,

I am trying to track down the cause of a strange crash that a user is having, and the only clue seems to be the use of a GTX980. So if there is anyone out there using a GTX970 or 980, can I please kindly ask you try out the and let me know if you experience a crash using UE4 v4.5. The crash will occur in the NVidia driver, and originate from FluidSurfaceRender.h while trying to create the Shader Resource view.

Thanks,