WaterlinePRO 5.4 Buoyancy Tutorial

  Рет қаралды 2,817

Dumpster Fire Productions

Dumpster Fire Productions

Күн бұрын

Пікірлер: 25
@gameDev_Pat
@gameDev_Pat 15 күн бұрын
Thank you for the great contents and plugin. I've been really having fun using this plugin. One question though, I kinda want my objects to roughly fake out buoyancy for performance and gameplay. (I just wanted to roughly move along z axis and maybe shake a bit left and right) I noticed that the more buoyancy object there is it becomes quite expensive. In that case should I erase all the buoyancy related code (including Raw Grid and Mesh Grid) except for Buoyancy volume and implement custom code with it? or is the meshes and raw grid there to precisely calculate the collision? Thank you!
@dumpsterfireproductions
@dumpsterfireproductions 14 күн бұрын
Hi! The Raw and Mesh grid are needed to efficiently sample the ocean surface height, so yes they are needed for buoyancy. There are a few things you can try like having a lower buoyancy range or resolution. OR use our fake GPU buoyancy that for small objects like debirs which we show that off here: kzbin.info/www/bejne/n6bbc4NnbLt2nZYsi=pCiCTkA41Ayug9Jj&t=404
@tinyniffler
@tinyniffler 8 ай бұрын
How would I go about adding a swimming mechanic to a game using waterline pro?
@Tilps01
@Tilps01 4 ай бұрын
In ALS ships keep sinking, any reason for that or any lead to share how to fix it. Otherwise it woks perfectly when migrate to other UE5 projects.
@dumpsterfireproductions
@dumpsterfireproductions 4 ай бұрын
Hi! We have an ALS tutorial here if that helps: kzbin.info/www/bejne/qGmzq6efd6x3fc0si=tInNIeey4RPmDDtd&t=202 ALS has a few additional quirks that need to be worked around for full on integration.
@Tilps01
@Tilps01 3 ай бұрын
@@dumpsterfireproductions Working now. (modified ALS, base ALS was fine) For some reason the ships worked on one map and not on the other. I copied " floats" from one model ship to another and it started working. I guess the distance of the simulation is taken into account from 0 coordination, yes? i changed it and it works fine on my big map now. Thanks for your excellent product.
@Jensonian18
@Jensonian18 3 ай бұрын
I just purchased this and I'm not really sure if I did something wrong, but absolutely nothing floats. Even in a brand new default project created with only Waterline and nothing else and then loading the buoyancy ocean demo maps as soon as I play or simulate the boats sink and anything added sinks. I even tried adding just regular spheres setting simulate physics, generate overlaps, with the "On" tag and then making sure enable ocean buoyancy is set on the ocean bp... and still immediately sinks when play or simulated. I'm about to lose my mind over this or try to refund. Is there any video here that contains all the correct settings to make buoyancy work in one video? edited to add I'm using UE 5.4
@dumpsterfireproductions
@dumpsterfireproductions 3 ай бұрын
Hi! Is this on a default WaterlinePRO project or a blank one that you Migrated the assets to? If so did you make sure to add the Waterline Object Channel in the project settings before migrating - we show this in our Getting Started video here: kzbin.info/www/bejne/Z3SpaqmajdJpbMUsi=Imk4b3O3alnlSIQo If the issue persists let us know on our support email.
@Jensonian18
@Jensonian18 3 ай бұрын
@@dumpsterfireproductions Thank you for the reply! I think I figured it out. This was on the default WaterlinePRO project but I was having the same issue in my own project too. I did add the custom channel. However in the demo maps and the map I set up all the buoyancy channels were set to ignore. After setting world static to block my actors are floating.
@djangosmissingfingers
@djangosmissingfingers 3 ай бұрын
@@Jensonian18 Hey I am having the same issue - where do I find the buoyancy channels?
@Jensonian18
@Jensonian18 3 ай бұрын
@@djangosmissingfingers They should be on your main ocean blueprint in the details. If you scroll down towards the bottom under the path tracer section. There you should see the water buoyancy channels. Set whichever channel your objects are you want to float to block instead of ignore.
@lessthan12parsecs_
@lessthan12parsecs_ 9 ай бұрын
I've been exploring around with WaterlinePRO, and I'm constantly impressed! Great asset!
@96ubme
@96ubme 8 ай бұрын
Im using UE5.3.2 and my rollout for the buoyancy does not look like the above video? I dont have many of those controls
@dumpsterfireproductions
@dumpsterfireproductions 8 ай бұрын
Hi! Make sure you have the latest WaterlinePRO version, next make sure you are using the Gen3 Ocean Actor and that you are using one of the assets from the Vessel Presets folder. If the issues persist please let us know on our support email.
@HughRobinson-zv6ho
@HughRobinson-zv6ho 9 ай бұрын
Could you please add the ability to go underwater with the player character.
@dumpsterfireproductions
@dumpsterfireproductions 9 ай бұрын
Hi! We already do! Check out our underwater VFX here: kzbin.info/www/bejne/apbblnl-raqdmposi=lAaD9xDRtVQLurpW kzbin.info/www/bejne/eF7ZoJhjZZ2KgsUsi=SobvIWy-AG62d0kP And see them in a more complete environment setting here: kzbin.info/www/bejne/pqbNp6aYh7mIg68si=ZFHWy_uKpCylhec2
@-JimRice-
@-JimRice- 9 ай бұрын
If I purchase on gumroad, will future updates be available to me?
@dumpsterfireproductions
@dumpsterfireproductions 9 ай бұрын
Yup! We have version parity so both storefronts get the latest versions. Just make sure that Gumroad is the way you want to go as once purchased there licenses cannot be migrated to the Marketplace. The gist is that Gumroad gets early beta versions of our releases while the Marketplace generally makes the update process to the latest version a bit easier.
@-JimRice-
@-JimRice- 9 ай бұрын
@dumpsterfireproductions sounds good, thank you! Gonna go with purchasing it on marketplace. Can't wait to use this!
@logan4292
@logan4292 8 ай бұрын
Love the new videos and updates. Can you PLEASE make a more advanced video going over the new advanced shore? I have seen the past two but I feel that the shore could deserve another video... as the options are very advanced... especially the scaling of it all and the actual displacement waves themselves.. Getting them to line up with custom terrain dynamically is tricky especially when using the infinite ocean actor as it will turn into lake/waterline actor when over riding the water grid and setting a location to match the shores... unless you use the island you have in that video. I spent the last two weeks working on the water/shores alone trying to get these dang displacement waves to the shore, they are hard to find if the scaling is off.. I was playing in the waterline so long I was literally seeing waves on everything IRL. will there be an update in the future that could increase the direction/shape of the disp waves near the shore? I love waterline though and look forward to more updates. Thank you again!
@dumpsterfireproductions
@dumpsterfireproductions 8 ай бұрын
Hi! We are currently working on overhauling the shore system for our next update! It might take some time but the aim is to bring it in line with our other systems when it comes to quality and ease of use!
@logan4292
@logan4292 8 ай бұрын
Awesome thank you! In the meantime do you still recommend creating your own height map for terrain with the displacement waves? I imported Waterline into an existing project and I didn't center that project in the beginning... @@dumpsterfireproductions
@dumpsterfireproductions
@dumpsterfireproductions 8 ай бұрын
@@logan4292 This shouldn't be necessary anymore - our newer version works with Distancefields: kzbin.info/www/bejne/d6KohGiDa92Kgrssi=uPe6KATTPSGWN2hw
@logan4292
@logan4292 8 ай бұрын
@@dumpsterfireproductions My issue is that when I am using the waterline ocean BP and enable advanced shore the displacement waves are constantly moving away from my screen and in the distance unless I click the override water plane, then when I do that the infinite ocean plane vanishes and it turns into a circle plane that falls off in the distance... ive watched the videos and have distance fields on.. im not sure whats happening... should I email you an example? Just to clarify Im talking about the actual displacement wave that bumps up from the water, not the foam part, that part works... Its the displacement thats running from me. Ive spent more time trying to fix this than I want to admit.
@logan4292
@logan4292 8 ай бұрын
I fixed the issue by using the gen 2 ocean sim.. I'm not sure why the new ocean sim wont connect the waves to the shore.@@dumpsterfireproductions
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