Render Targets Ripples Issue

Hi guys
I have an issue with render targets,I tried to do a fluid surface with blueprints and render targets as in the link

I did very single step one by one as it shown and the result the ripples comes from the edges of the plane as it shown in the images…
so anyone knows how fix it :confused: ?

Hey there, i would say you need to check the trace code, because it’s not placing it on where you point. Check what is the value you are setting the ForcePosition.

I already checked more than once all looks fine.

I was asking for the values that you supply to Set Vector Parameter.

Its same as in the previous image and same as in the link :confused:

I was talking about from the blueprint.

I know, but you have to debug what values you are giving to the function, put a print and see.

You need to debug the Hit Location and what results from the Transform Location, to try to understand why it’s 0,0,0,0.

Ok…
It gave me 0,0,0,0
So how to change this values ?

Same 0,0,0,0
I cant’t find the reason the makes the values all zero _=

Dont do watches, do print nodes. they are more reliable.

ok the message is not popping up…and i tried to disable event point damage connections and nothing changed so the event is not working.
and i did it after deleting take damage force graph and nothing happened the ripples still comes from the edges.

So if Event Point Damage is not being triggered you need to look at the apply damage part to see why it’s not being called.

all looks fine…but when i added print nodes and breakpoint nothing happened

What is the static mesh you are using for the plane and what are the dimensions?

Basic plane from basic shapes folder and other planes even cubs, and for the dimensions i tried 1,1,1 until 15,15,15… all same the ripples just comes from the edges.

I was asking for the plane size, not the scale. That one seems to be 100x100x0, so dont use that one. Do the following:

  1. Copy /Engine/EditorMeshes/PlanarReflectionPlane to a folder of your project
  2. Open your copy and add a simple box collision.
  3. Use that one instead in your static mesh component.
  4. On your point damage code add 500,500,0 to your transform location before dividing it with 1000, like:

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Yeah you were right, I was using 100x100x0 plane… and now after changing the plane to PlanarReflectionPlane and adding vector addition to point damage and Touching character force it worked perfectly.
Thanks Man :slight_smile: