When I placed the ocean blueprint, it has this weird square hole in the middle of my map. It isn’t visible because of terrain, but it has it so the collision of the ocean and where the ocean actually is is different and very noticable, how do I fix this?
Hey EpikDamage,
There are 4 parts to an Ocean, also turn of the setting to Affect Landscape
1 - The waterzone, which is the weird square hole, this defines the area in which gameplay occurs and has the swimming component and waves effect. It usually should be made big enough so that when standing on the edge of the land looking out to the ocean, there is no noticable difference between “inner” and “outer” ocean, so it usually should be a fair bit larger than your island.
2 - The “inner” Ocean which is the ocean component inside the waterzone square and has waves and foamy water fx, this is the ocean for the gameplay area.
3 - The “outer” Ocean, this is the ocean outside the waterzone square, it is for the distance and gives a horizon, it is set lower than the “inner” ocean so the waves of the inner ocean doesnt dip below it to reveal gaps.
4 - The inner ocean spline (white circle with dots) which defines the rough shape of your island and does not contain ocean inside.
Let me know how you go
Sorry for the late reply, but I already had the water zone to be larger than my island, and changing the size to be smaller or bigger didn’t change anything. Also any river/lake outside of the circle is invisible (still able to be interacted with) just invisible.
No worries,
Ok next check the Ocean settings
In WaterBodyComponent make sure the Ocean Extents are as big as the waterzone
and the Collision Extents too
then modify the circle so it goes around the lakes and rivers if you can, adding splines where necessary.
Ocean Extents and Collision Extents were as large as the waterzone already, and I tried to modify the circle and it didn’t change anything, every water blueprint outside of the square (besides Swimming Pool) was still invisible.
Can you post a pic from up in the air looking down ?
Of what? with or without the terrian
with
Do you only have one waterzone ?
yeah
Your map looks really good btw.
Thats pretty much all I think that needs to be addressed, it should be working,
Perhaps something else is causing it to bug out, how is your memory going ingame ?.
Maybe delete ocean and drop in a new one ??
this is the one I’m working on at the moment, the ocean and a few waterbodies are behaving and doing what they should.
I tried deleting it before I made this post, but I’ll try again. also memory is around 50-ish k at the highest. Also I tested the ocean stuff with a new island and it was also broken so it might just be a UEFN bug that only some people are experiencing, hope it gets fixed soon though. (if it even is a bug)
Do you think this could be the problem?
No that warning is currently normal and always happens on any changes made to the ocean. Its still coded to throw a warning when its different to the saved data, I’ve published an ocean, had heaps these warnings, but it still works.
I took a look at your first pic again and looks like the square is coming from the maroon wireframe box, which looks like a waterzone box, if it is the waterzone make it bigger than the top down pic of your island you posted.
That is the waterzone box, but it was and always has been bigger than the top down pic.
Oh yeah I can see the maroon line extending in a straight line,
The yellow line from this perspective should be below the maroon line, which looks like either your waterzone box is below the ocean level, or in your Ocean settings either the Ocean Extents or Collision Extents are not as large as the Waterbody Zone.
Also it is normal for ocean to not show underneath terrain tiles that don’t dip below sea level.
Here’s what the collision extents are and what the water zone extents are, what should I change the collision extents too?
OK judging the size of the map off the pic I would say your Zone Extents are too small.
In WaterZone try
And In Ocean try
The typical pop up
Ocean Extents and Zone Extents measure distance between zone walls and
Collision Extents seem to measure distance from its centre to a side, thats why I use half the others value.