NiagaraFluids’ ShallowWater offers a promising alternative to buggy and complex water plugins, or third-party plugins or assets that are clunky, expensive, or have performance issues, offering a fast and realistic shallow water experience. The problem with NiagaraFluids’ ShallowWater is that the water surface area is limited. To overcome this limitation, I’d like to create a system that can represent an infinitely large water surface, such as by creating a non-rendered ShallowWater NiagaraSystem that follows the player, like “NO’s Reactive Water,” and using its RenderTargets in the water surface material. I seem to be able to export the RenderTargets, but I don’t know how to drift the contents of the Grid2DCollection (RenderTarget?) to cancel the movement of the System and the player. I’ve created a ScratchPad module like this, but nothing is happening. The AIs are useless and there are no tutorials.
I’d appreciate any help.
You would move the render target with the player. So pass the player location in world coord to whatever you are using and use that + 1/2 of render target size to position the RT appropriately - like in any other system.
This is a good series on what MostHost_LA is talking about:
it still applies to UE5. it’s not the same as niagara, but has use of a render-target that follows the player.
Thats good - unfortunately Epic has been breaking scenecapture2D almost constantly through engine versions. You will end up needing to adjust the scene capture settings or creating a custom PP for it. There are workarounds, just whenever you implement stuff off the tutorial don’t expect it to flawlessly work anymore.
Hey I’m currently struggling with this exact issue! Did you ever solve this? How did you achieve the anti-drift / drift cancellation?
