Hallo.
So I’ve made my own FluidSim (as described here) using well known ping-pong fluid maps that works well with the unreal Water Plugin’s custom water body (a single quad tesselated down to useful detail).
I’m using a terrain depth cam that moves with the player (in FluidSim resolution increments) and a trigger box per water body in order to disable FluidSim if the player isn’t in water (also used to to tell FluidSim about the water-body, or more specific terrain depth cam Z position).
The FluidSim adds to water body gerstner waves.
Now this a bit disappointing:
Nothing I’ve tried seems to have any influence on finest tesselation of water surface. It’s always these 20cm or so quads. With gerstner wave amplitude of 1m or so, it starts appearing as if the main FluidSim effect would be to add Quad-appearance to the water body. Not nice.
Scaling the water body down to 1m lor up to something like 200m dimensions doesn’t seem to have any effect on this tesselation in game, only for edit mode in the editor. The water-zone has a tesselation setting, but no effect here. Changing FluidSim resolution doesn’t change a thing (tried, just to make sure I didn’t get something wrong with that) also no effect on the quads. Even tried using the lake water body (this weird thing that modifies terrain to match the water), but no luck with the quads, only added a few more problems.
One thing that I haven’t tried so far is completely throwing out water plugin and use pre tesselated planes with WPO material applied and explicit LOD. Obviously, I’d have to care about the gerstner waves and rendering techniques on my own, then. Also, using multiple tiles might be less friendly in editor usage.
But why should I do that? Isn’t it only the max tesselation slider of the water zone that doesn’t work as specified here for me? What could be wrong?