I`m new to UE5 and for three days now i`ve searched far and wide for a tutorial series like this, thank you so much. You can`t imagine how much this helped me 👍👍
@sniperfreek7 ай бұрын
I just started learning UE5 with c++ and I'm still having trouble placing a simple 3d button in the world. But once I figured that out, I'll come back to this one! Saved it to my playlist.
@UNKNOWNUSER-fv6nk5 ай бұрын
haha same
@alphamineron4 ай бұрын
Phenomenal educational content! God bless you mate!
@jourverse4 ай бұрын
God bless you too.
@robinj69977 ай бұрын
That is really nice! I've started looking into different systems of water since the built int water plugin seems semi-abandon. I'm gonna have a look at this series from the start
@jourverse7 ай бұрын
Thank you very much.🙂
@aprivatechannel11524 ай бұрын
Really love the work you do! Any idea what the Extent In Tiles do?
@jourverse4 ай бұрын
The Extent in Tiles property sets the number of individual tiles that make up the water mesh. The extents are measured from the center of the water mesh to the edge for the XY-axis.
@UNKNOWNUSER-fv6nk5 ай бұрын
Hey could you make a tutorial on enabling or disabling the cpu calculation for buoyancy for every WaterActor.
@medmel21607 ай бұрын
Another question if you don't mind, what about Frustrum culling? Unreal Water mesh do cull but I think replicating the code is not enough to get this optimisation feature
@mjtomsky63877 ай бұрын
at 43:12 the Far Mesh isnt working, and all you did was regenerating the VS Project Files? For me it still doesnt work. what exactly did you change?
@jourverse7 ай бұрын
I deleted binary and intermediate files, then regenerated the vs project files. I showed everything that I did in the video.
@mjtomsky63877 ай бұрын
I dont know if youtube posted my comment since my wifi is pretty bad lol. Is there a way to create a white foam around objects in the water without using distance fields? I really like that toonish look and I'd highly appreciate it if i can keep it (you told me its not possible using distance fields)
@jourverse7 ай бұрын
You need try to use distance field first because I never use it on this mesh before. If that isn’t work, maybe advance scene capture technique which epic games use on water system.
@mjtomsky63877 ай бұрын
@@jourversedo you have any example on how i could do that?
@medmel21607 ай бұрын
How are performance? Have you tried to fill up a vast horizon with water and profiling? I'm very curious, specially you're using Niagara
@jourverse7 ай бұрын
We can enable the far mesh, which is the low-poly mesh used to fill the horizon. Currently, the performance is not optimal, so you may need to lower the quality of the Ocean Niagara simulation for better performance. I might look into optimizing the system if many people are interested in this.
@medmel21607 ай бұрын
@@jourverse I think that would be very interesting to look at. There are tons of water materials out there but the performance side is often skipped. Water example in the marketplace is the best example. That is why I was expected a lot from Unreal water as it's used in Fortnite and generally Epic games do optimized stuff, and I was disappointed
@mjtomsky63877 ай бұрын
Is it possible to make distance fields working with the material? I use it for creating foam around the objects but with your method the entire ocean is just white (the color of my foam)
@jourverse7 ай бұрын
Honestly, I don't know if this water mesh will work with distance fields or not because this is a custom mesh component.
@mjtomsky63877 ай бұрын
@@jourversedo you know any other way to create the white foam outline around an object if it touches the water? Without using distance fields. I just want this toonish style look and I'd be pretty sad if i cant use it anymore
@АсСо-ю7к15 күн бұрын
So i tried to implement this in ue5.4 and there seems to be a problem where if i move it in the y or x axis the plane gets halved. If i just move it in the z axis it works.
@jourverse14 күн бұрын
Is the tessellation still working? Is the moving problem happen still happen even after you follow this LOD Tessellation Update?
@АсСо-ю7к14 күн бұрын
@@jourverse The tessellation also gets halved on the x and y axis but is fine on the z axis. before using this nothing appeared if i moved it but now this happens. I will have a look at it later and report back if i can fix the problem.
@АсСо-ю7к13 күн бұрын
So it seems they updated the plugin so here is what i did. 1 replace the quadtree.h and .cpp with the ue5.3 version 2.delete anything in watermeshsceneproxy.cpp that gives you an error This is just a temporary fix i found until i can find the root problem when i have the spare time.
@warmachine40k9 күн бұрын
The problem with the 5.3.2 plugin running on 5.4.4 is the PSOPrecache section of the WaterMeshComponent h and cpp files. When I replace those lines with the ones from 5.4.4, the build pushes through but the editor gets debug broken and never goes up. I guess the problem lies with the PSO precaching. Everything else works except for the dynamic tessellation in 5.4.4.
@leonardm67367 ай бұрын
How can one replicate a infinite Ocean and the buoyoncy precisley
@jourverse7 ай бұрын
You can spawn an ocean as a tile mesh and destroy the spawned mesh when the character is far away from it to create infinite ocean.
@leonardm67367 ай бұрын
@@jourverse And how can I make it replicated for multiplayer
@jourverse7 ай бұрын
@@leonardm6736 Sorry. I don't have experience for multiplayer.
@mjtomsky63877 ай бұрын
Is it possible to have a custom shape as the water body?
@jourverse7 ай бұрын
It isn't possible. Only square shape.
@johnfr23894 ай бұрын
@@jourverse Perfect square only, or can it be a rectangle?
@jourverse4 ай бұрын
@@johnfr2389 Perfect square only.
@Jubair_Khan7727 ай бұрын
Can it work on Android?
@jourverse7 ай бұрын
Yes, the tessellation work in android.
@technicalhariom12917 ай бұрын
Really how it works on Android I recently tried snow deforum on Android using tesselation but it didn't work@@jourverse
@technicalhariom12917 ай бұрын
@@jourversecan you do anything for Android any alternatives