WaveWorks Infinite Ocean Planes

Tx_Loser, I see what your saying now, it took me a sec to understand how to set it all up since there really is no documentation how on to use it or set it up. Also it is very basic and not a fully setup system, all those aspects have to be on you and what you want to do with it. I.E… the material shader is there for the ocean rendering etc… But here is a basic setup on how to work with waveworks.

For the waveworks to work you will need three assets at bare minimum, which includes making the waveworks
asset that houses all the settings for the ocean settings and the waveworks material with a waveworks node
referencing the waveworks asset and also a new blueprint with the waveworks infinite ocean system.
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You need to make a new material for your ocean that will have a waveworks node in it and this node will reference
the waveworks asset and must have a texture coord in the uv’s to work.
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Along with the waveworks node and asset, the shader must have the flat tessellation enabled so the material will
activate the waveworks rendering. If not the material will not work.
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You need to make a new blueprint actor and when you have it created add a new waveworks component. This is
what is the quadtree system for the infinite ocean plane.
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Once you have the blueprint with the new waveworks component then you need to assign the waveworks material
to the waveworks component so the infinite ocean plane can render the mesh.
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