ue4-oceanproject / oceanproject Goto Github PK
View Code? Open in Web Editor NEWEnvironment Plugin Project (Ocean Simulation, Sky Simulation, Buoyancy, Time, Fish plugins for Unreal Engine 4)
Environment Plugin Project (Ocean Simulation, Sky Simulation, Buoyancy, Time, Fish plugins for Unreal Engine 4)
seems like the engine is unable to launch after installing the shaders
Compile Failure using ue4 4.18
1> Running UnrealHeaderTool "F:\UnrealProjects\OceanProject\OceanProject\OceanProject.uproject" "F:\UnrealProjects\OceanProject\OceanProject\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>EXEC : error : Couldn't find parent type for 'BuoyantDestructibleComponent' named 'UDestructibleComponent' in current module or any other module parsed so far.
1>EXEC : error : UnrealHeaderTool failed for target 'OceanProjectEditor' (platform: Win64, module info: F:\UnrealProjects\OceanProject\OceanProject\Intermediate\Build\Win64\OceanProjectEditor\Development\OceanProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "F:\UnrealEngine\UE_4.18\Engine\Build\BatchFiles\Build.bat OceanProjectEditor Win64 Development "F:\UnrealProjects\OceanProject\OceanProject\OceanProject.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I implemented this at the blueprint level by adding to the beginplay/tick/construct checking for movability flags on the lights and just preventing any actual updates happening if they were not all set to movable. Allowed for custom time of day, with baked lights.
Just an idea - will look at a PR when done with project.
please disregard this issue
Severe wave misalignment when generating large waves (>5m) in certain areas (usually worst at 0,0). In other places mesh appears to be aligned and works well. Buoyant objects appear to be riding an invisible wave that doesn't match the visible wave.
Hey would there be any reason why the game keeps crashing with this error
Ensure condition failed: !RigidActor->userData || !FPhysxUserData::IsGarbage(RigidActor->userData) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysScene.cpp] [Line: 1063]
Also we are using this plugin in VR is there anything that would stop it working in VR
This is a strange problem。In my project, All the setting of the M_underwaterPP is same to origin project downloaded from githug。But in my project,there is no use when I drag this material instance to globlePostprocessVolume。However,it works well in downloaded project。I really need help!why The underwater material instance can't work ?I have drag Bp-underwater in to my level and finished all the settings。I am sure that this problem is due to underwater material 。but I don’t know how to solve this
problem。I really need help!
Hi!
See that skeletal mesh support, but did not find any mentions about that)
Just put skeletal mesh under Static mesh or there other way?
Cause all boats and ships is static mesh and component PawnCollisionMesh works only with StaticMesh(
Thank you so much for this water shader, it looks fantastic. I have a question though, due to baking lighting issues I was having in 4.12 I tried moving my project to Unreal 4.14 and it seems as though the water blueprint doesn't load, it's just blank. Is this technically possible to get running in UE 4.14? Thanks again!
Hi
For a current AR project need to use the 4.17 build of Unreal. Can anyone tell me if theOcean Project is compatible with UE4.17?
If not, is there4 an ETA or possible alternative? Thanks!
The Day/Night Cycle System have a duration of 24hrs. Where i can change the duration time? Thank You!!
:3
When we package our game for Linux after applying "M_Inst_Ocean_Nogerstber" to a plane mesh, the material turns into a gray texture upon opening the game, while packaging there are no errors in the logs.
Picture of the issue: https://i.imgur.com/AhaIAdI.png
Can anyone help us make this work? [Using Unreal 4.17]
During edit (not even PIE) turning on and off the ocean plane can cause a crash intermittently.
This may be limited to macOS.
Will further investigate, but just though I would dump in here for record.
FPlanarReflectionParameters::SetParameters(FRHICommandList&, FRHIPixelShader*, FSceneView const&, FPlanarReflectionSceneProxy const*) Address = 0x11a818e15 (filename not found) [in UE4Editor-Renderer.dylib]
FBasePassReflectionParameters::SetMesh(FRHICommandList&, FRHIPixelShader*, FSceneView const&, FPrimitiveSceneProxy const*, ERHIFeatureLevel::Type) Address = 0x11a48dafb (filename not found) [in UE4Editor-Renderer.dylib]
TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState(FRHICommandList&, FViewInfo const&, FPrimitiveSceneProxy const*, FMeshBatch const&, int, FDrawingPolicyRenderState&, TBasePassDrawingPolicy<FUniformLightMapPolicy>::ElementDataType const&, FMeshDrawingPolicy::ContextDataType) const Address = 0x11a5265f4 (filename not found) [in UE4Editor-Renderer.dylib]
int TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, FDrawingPolicyRenderState&, TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FElement const&, unsigned long long, TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FDrawingPolicyLink*, bool&) Address = 0x11a528315 (filename not found) [in UE4Editor-Renderer.dylib]
bool TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, FDrawingPolicyRenderState&, TBitArray<SceneRenderingBitArrayAllocator> const*, TArray<unsigned long long, TMemStackAllocator<0u> > const*, StereoPair const*, int, int, bool) Address = 0x11a527de6 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassStaticDataType(FRHICommandList&, FViewInfo&, FDrawingPolicyRenderState const&, EBasePassDrawListType) Address = 0x11a495b1d (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassStaticData(FRHICommandList&, FViewInfo&, FDrawingPolicyRenderState const&) Address = 0x11a498aae (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassView(FRHICommandListImmediate&, FViewInfo&, FExclusiveDepthStencil::Type) Address = 0x11a49586a (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate&, FExclusiveDepthStencil::Type) Address = 0x11a494e28 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11a5895de (filename not found) [in UE4Editor-Renderer.dylib]
RenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) Address = 0x11add44e8 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x11adf5e3e (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10a9d7b82 (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10a9d63a8 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10a9d24ee (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1107dd655 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1107f38d7 (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10aa4f44e (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a9f8887 (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff70fd76c1 (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff70fd756d (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff70fd6c5d (filename not found) [in libsystem_pthread.dylib]
I'm using the 4.14.3 version of Unreal Engine.
I can't import the OceanPlugin or recompile it (always fails).
Any idea for how to get this work?
Thanks
Hello,
The Blueprint is quite complex and can you explain how I can control the weather via a button.
If I press 1 sun will rise
press 2 moon will rise and 3 for midnight.
I just updated my project to UE4 4.13 and tried to recompile the ocean plugin, but there were some compile errors. I managed to fix them by matching the deprecated variables to what I think are the new correct functions. I made a branch in my fork with all the changes in it, and would be more than happy to submit a pull request if a new branch could be opened up for 4.13.
Thank you for sharing this great project!
When I load up the project on 4.12/4.11 (only ones I have tested) the materials for the ocean are invisible, the textures assigned to the materials are visible but the materials are not.
I'm currently on a fresh install of unreal engine so I don't think that is the problem.
my specs are:
r9 280x oc
fx 6350
8 gb 1600ddr3 ram
2x2 tb hdd 7200 rpm
whatever matinee i make in the end a video with text ( like camera falling from the sky straight to the water that i didn't make it) is exported in the desktop
If you play with 2 people, one person driving the boat and the other not on the boat, turning will not be synchronized. The server will appear to turn correctly regardless of who is driving while the client will see the boat going straight.
The fix for this is to go into the blueprint's class defaults and set Net Update Frequency to 100 and Net Priority to 3.0. This is the same as the Fishing Boat's settings. Right now the values are 0.0001 and 1.0.
Hey please update for 4.16 :D
Will there be an update for Unreal engine 4.14 support?
The Intermediate and Saved directories just store editor state and backups as you imagine, they add a lot of space to the repo and aren't required.
These are the UDK .gitignore entries I use:
/Binaries
/DerivedDataCache
/Intermediate
/Saved
*.opensdf
So basically I can't load Ocean Project as it's own project, get's stuck at 45% and wont load any further, so, i'm having to load everything on it's own, however, I don't have the following items:
Heightfog
PP_Global
PP_Underwater
Any idea why?
After downloading the 4.8 branch and attempting to open the project file in 4.8.3 on Mac, I get the warning:
Missing OceanProject Modules
The following modules are missing or built with a different engine version:
UE4Editor-OceanPlugin.dylib
Would you like to rebuild them now?
After choosing to rebuild, an error shows that the compile failed, and that I should rebuild from source manually. Any reason this is happening?
Thanks!
Hi! Again me and I need to ask about optimalization. As I tested having ocean in level and it drops my FPS from stable 60 to 20 - 10 and I have one of best gaming computers available so probably I did something wrong with setup. So if there are some variables that should stay on low values or something, because even with ocean old or others doesn't help so much.
Also I want to ask if I can donate you somewere because this awersome work that you did shouldn't be left without notice and reward :).
I was playing with the project and the high accuracy sky. I noticed that the moon does NOT intersect path of the sun when the date is set to Aug 21 2017, and the lat/long coordinates are set to be in the path of totality for the real eclipse.
While I can play with blueprints to get the moon and sun to cross paths (basically just use the sun rotation function for updating the moon - a cheat, but it worked), the moon invariably ends up passing behind the sun, rather than occluding it from in front.
Any help/ideas would be appreciated.
Like the title says, I am quite new to UE4 and I couldn't find any useful guide to updating this to the new engine version.
My project containing the plugin fails to load due to incompatibility
Been trying to get this working on 4.15 with no luck, I can only get it running in 4.14.3, I'm using Zocs branch/build/thing...
When I open it in 4.14 and go to compile I get and Error Windows sdk v8.1 needed, I'm using Win10 and I've got VS 2015 installed.
When I go to convert the 4.14 project to 4.15 I get Project Files could not be generated ... followed by
"The following modules are missing or build with different engine version:
UE4Editor-OceanProject.dll
UE4Editor-OceanPlugin.dll
Would you like to rebuild them now
After clicking yes I get Starting build and then OceanProject could not be compiled, Try rebuilding from source manually.
When I try to open the project that has the plugin in it I get "Missing or incompatible modules, would you like to disable. Both yes and no lead to UE4 crashing/not opening the project.
Any help would be appreciated, thanks
OceanProject is, as far as I can see, currently set up to solve an 8 wave problem maximum.
It may be best to modify the code so that it either solves an 8 wave + an N wave problem or so that it solves only an N wave problem.
Creating an N wave problem will allow easier faking of features such as whirlpools, wakes, and spontaneous waves from some point.
Would there be a better way of adding waves to the system?
Perhaps it should be done by adding another wave set parameter to the system, but I don't think that 2 wave set parameters can directly interact right now.
I have a landscape made up of 9 tiled 2017x2017 landscapes using World Composition. I'm trying to use Landscape Modulation, but it's not doing anything. I'm using the landscape object and a texture that is 6041x6041. Does the ocean not support that large of a landscape?
Not sure how alive this project is these days!
But it seems everything works under version 4.10 as well as it does under 4.9.
It may be worth noting in the docs.
Just cloned and compiled 4.18 and the latest Ocean plugin and in the IslandMap example, the waves are jumpy as the character is moving. It's like new animations are starting before the old ones finish or something, if that makes sense. Is anyone else experiencing this? If not, I'll try to post a video.
I am very new to Unreal, and I don't know how to use this with an existing project.
I also don't know how to update this to a new engine version.
( I read something about recompiling in this thread, but I don't know where / how to do this.
I'd love it, if somebody could write some instructions!
Putting an Actor which has a BuoyantDestructible Component under water causes crash.
Access violation - code c0000005 (first/second chance not available)
PhysX3PROFILE_x64!physx::Scb::Body::addSpatialAcceleration() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\buffering\scbbody.h:521]
PhysX3PROFILE_x64!physx::NpRigidBodyTemplate::addSpatialForce() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\nprigidbodytemplate.h:370]
PhysX3PROFILE_x64!physx::NpRigidDynamic::addForce() [d:\build\++ue4+release-4.18+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\nprigiddynamic.cpp:275]
UE4Editor_OceanPlugin
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper< >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3100]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:794]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:273]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1330]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:542]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1454]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:760]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1408]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1659]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:396]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3296]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Hi! Tested new Oceanproject for UT 4.17 and 4.18 and find problem that Wakes that generates after boats does not works fine(((
I think it cause modification of water... earlier in 4.15 Harpoon stucks in waves, sometimes... now it does not happens) but wakes works not fine(( And looks it somehow goes over lifespan time .... bp_wakes... just destroying afrer creation.... Any help???? That all heppens on main Island map!
Clean version of your project is unable to be packaged correctly (tried 4.10 - 4.12)
Program.Main: AutomationTool exiting with ExitCode=5
I'm having trouble with the BP FishManager. Unreal keeps on crashing whenever there is more than 1 Flock Type in the manager when I am in play mode. I'm currently using 4.12
The Ocean Plugin on the 4.17 branch (the highest I can use), says its not compatible with 4.17.2, as its for version 4.18.
Do you have a 4.17 version
Using 4.16.2.
Implemented the ocean and ended up with quite a good result. However, the landscape seems to make the sea disappear when viewing from high altitude / far.
Low altitude / close range:
High altitude / long distance:
It happens at around 3,000 meters from the sea surface (upwards or sideways).
I checked in the OceanProject and it happens there too around 10,000 meters.
Do you have any idea what's the cause? Is it landscape or ocean settings?
Is there a way to fix this issues?
Is there a way to hide the ocean in some areas? Ex: My city is surrounded by the ocean, but some areas of the city, such a subway is below the sea level.
hello ?
i have some question about collision with ocean surface.
i want a water splash for gun fire and something.
Would you let me know this?
thanks!!
PS) there is a crash bug when change viewport to Top view ;)
Please someone could update the plugin to version 4.15
(Or try to provide some version with necessary complements ) please
Hello,
i can't load the plugin "Missing import: UE4Editor-ApexDestruction.dll"
Plugins/OceanPlugin/Source/OceanPlugin/Classes/Fish/FlockFish.h(139,25) :
error: implicit conversion of NULL constant to 'float' [-Werror,-Wnull-conversion]
float CustomZSeekMin = NULL;
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