This tessellation doesn't have a fully functional use for the complete project. I'll continue to work on this system and fix the bugs in the next tutorial. Edit: Follow this tutorial for the updated feature: kzbin.info/www/bejne/aabaoWqai8pgqM0si=okjgn4Ve8QUA0beX
@TMaster4479 ай бұрын
I didn't know, This wasn't in the description, I bought this tutorial thinking I could move the Quadtree to any location in the level, Plus it doesn't work in runtime, I wasted my money
@jourverse9 ай бұрын
@@TMaster447 Do you have any other suggestions for the features you want in this plugin?
@jourverse9 ай бұрын
@@TMaster447 I have already updated the project and added your requested feature. I hope you like it. www.patreon.com/posts/project-file-in-97896411
@gronklywonkАй бұрын
Love your ocean series so far man, but this one would have been much better if you had used the prior project. Following along with you on this video while applying it to the previous project creates a lot of problems. Hopefully I’ll be able to figure them out but it’s been many hours. Not really sure why you didn’t carry on with the same project. Still, the effort you’ve gone to with it is appreciated.
@UNKNOWNUSER-fv6nk7 ай бұрын
For me it says at 42:39 that EWaterBodyType is WaterMeshComponent is not defined, but VS and UE5 are integrated, does anyone know how to fix this becuase I can*t build before it is resolved.
@qaqkitty37122 ай бұрын
You didn't declare the variable EWaterBodyType in WaterMeshComponent.h, follow the tutorial around 23:00
@TMaster4479 ай бұрын
Will they soon solve the Quadtree location problem? It also does not work in Runtime, Many limitations that were not clarified in the description before purchasing
@jourverse9 ай бұрын
It work in runtime, but not work in editor. I'm trying to continue to solve this.
@jourverse9 ай бұрын
I have already updated the project and added your requested feature. You can download the early access; I will make the tutorial soon. I hope you like it. www.patreon.com/posts/project-file-in-97896411
@colini239 ай бұрын
that tutorials are just amazing , thank you so much. It will be so cool if you could do something with lava , I will be really happy to give you my texture lava that I created in designer if you are interested
@jourverse9 ай бұрын
Thank you very much. I don't have any plans to work with lava. Feel free to modify this tessellation and use it as you need. I'm working to improve this tessellation and fix some bugs. I'll provide updates in this comment section or in the next video.
@tommclean92086 ай бұрын
I am getting the error: UHT001 Two headers with the same name is not allowed. 'C:\Users\tom.mclean\src\INEOS\INEOS\Plugins\CustomWater\Source\CustomWater\Public\WaterMeshComponent.h' conflicts with 'C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\Experimental\Water\Source\Runtime\Public\WaterMeshComponent.h' Do you know how I can fix this? Should I just rename all my copied header files to CustomWaterX.h/cpp?
@jourverse6 ай бұрын
You need to disable unreal engine water plugin in your project. Because the headers have the same name.
@tommclean92086 ай бұрын
@@jourverse Damn, tried to turn it off but the water plugin is used by another plugin (Cesium). Do you know any ways to get around this? Thanks for the help 🙏
@jourverse6 ай бұрын
@@tommclean9208 Change the name of c++ and header file.
@tommclean92086 ай бұрын
@@jourverse Thanks managed to get it to work by renaming the header and source files to CustomWaterX... and then refactoring all the classes to be FCustomWaterX.../ECustomWaterX..../TCustomWaterX... and then also renaming the shader buffers to CustomWaterX...
@mjtomsky63879 ай бұрын
is there a way to show the water in editor? It kinda looks off if the water is invisible
@jourverse9 ай бұрын
This tutorial show how to create the water in editor. kzbin.info/www/bejne/aabaoWqai8pgqM0si=v47eyFIU5AF5BH3y
@mjtomsky63879 ай бұрын
@@jourverse thank you, I love these tutorials. Keep up the great work 👏
@kiradark23229 ай бұрын
I have paid for the tutorial but only to inform other users, This Quadtree only works in the center location 0,0,0, If you move it higher in Z it will not work, if you use another location it will disappear, now the state is unstable but works as learning
@jourverse9 ай бұрын
Hello. I added additional features, such as moving the quadtree mesh to any location, saving the mesh actor, updating and rendering the mesh in the editor, moving the mesh in the editor, selecting the mesh, applying a far mesh with the location, and adding a default material if none is assigned. I hope you like this project. www.patreon.com/posts/project-file-in-97896411
@Neki2K19 ай бұрын
helpful like ít
@jourverse9 ай бұрын
Thank you.
@АсСо-ю7к2 ай бұрын
Will this work in UE5.4?
@jourverse2 ай бұрын
@@АсСо-ю7к Yes the tessellation will work in 5.4. But the water won’t.
@АсСо-ю7к2 ай бұрын
@@jourverse I was able to make the ocean work from previous tutorials and the buoyoncy but am having a problem with the tesselation i will comment here if i can get it to work. Thank you for your response.
@jourverse2 ай бұрын
@@АсСо-ю7к Thank you for letting me know. Is there any modification to get the water work in UE5.4?
@АсСо-ю7к2 ай бұрын
@@jourverse No i just followed the tutorial and everything seems to work fine.
@АсСо-ю7к2 ай бұрын
@@jourverse So i got it to work but i had it stop every so often because in the quadtree you have to disable the checks that happen with bisvalid. also replace the isfarmesh function in quadtree with the ue5.3 version.
@garrytalaroc9 ай бұрын
UE4 had water tessellation, why they remove it in ue5? :(
@jourverse9 ай бұрын
They add nanite tessellation for UE5. But this nanite isn't the same as the UE4 tessellation. :( too.
@vsevolodkvachev76499 ай бұрын
Nanite is so unrelated, it covers like 0 use cases of previous tessellation haha