So I decided to try the newish default shallow water sim for my project, and the ripples are appearing way in front of player pawn. But if I look straight down, they appear in the right place:
It’s not just player ripples. If an NPC is following me, their ripples are offset by the same amount. Switching to my first person camera doen’t change anyhing, so it’s not just using camera world loc. Tried asking google, but the ai bot just told me to use bp_fluidsim_01 from the original water plugin, which doesn’t work with the default shallow water subsystem in water advanced. When I told it that, it told me a bunch of gibberish about changing vars in the subsystem which don’t exist. Anyone have any idea where I should fix this? Would it be something in the Niagara system not getting the player pawn somehow? Or do I need to edit plugin source to properly bind sim to player instead of (presumably) binding it to camera frustum?
I figured it out last night. Embarrassingly enough, I forgot that my landscape was scaled at 128, 128, 100 instead of the standard 100, 100, 100. Did that a couple a weeks ago so the quads, comps and UVs would line up with a power of 2 grid. It worked fine with ye olde bp_fluidsim_01. But the advanced system doesn’t seem to like that, and seems to shift my sim along camera forward vector by the delta between where it would be scaled at 1 and the actual 1.28 scale somehow. Tried scaling water brush manager, the water zone, and waterbody to 1.28, but the sim doesn’t like that either.
So I guess the solution is to nuke the landscape and remake it with the default 100x100 scale. Easy enough on its own, but, will also mean changing my modular building kit to snap on a standard metric grid (which also isn’t too hard, as I originally made the kit for Manny/Quinn-size pawns, and imported at .64 scale for the smol goblins in this project. A .75 scale will just change the human size 400x400 floor tiles to 300x300 instead of 256x256. This leaves a weird 225 wall height, but whatevs.)
If anyone else stumbles in here from google who also has water sim running in front of player, check your landscape proxies scale in outliner. Could be the same issue if you imported heightmaps from another tool and had to change landscape scale on creation to fit.