Non-coder here, I’m trying to use Nvidia Waveworks in my sailing-focused game. Waveworks is already implemented, the problem is buoyancy, a feature which WW does not include by default.
Up until now I’ve been using the community ocean project, so I have an advanced buoyancy component, plus I have a component that moves an object up and down with the waves.
I’ve tried(and failed) several times to follow this tutorial ( A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums ) which uses the render target method for buoyancy. I was able to render the displacement to a render target, but I’m lost when it comes to the C++ part, where the height of the waves is calculated for use in BP.
If it helps, here’s the code for the simple buoyancy component I mentioned earlier which gets the displacement data from Waveworks.
.cpp // Fill out your copyright notice in the Description page of Project Settings. - Pastebin.com
.h // Fill out your copyright notice in the Description page of Project Settings. - Pastebin.com
Is it possible to use the displacement data from Waveworks in the advanced buoyancy component from the community ocean project?
Thanks!
Joshua