Nice find, thanks. You can also override the distance field mesh in the mesh itself with the solid boat model and skip the whole second static mesh component. But this method is still useful to toggle visibility if you want to switch between flooded and not.
Here I was, thinking 'this is such a specific thing, no-one will have covered this' but searched ahead anyway, and bam. This owns. Thank you so much for this and your other videos. The water plugin is weirdly obscure, but you cover it in a cool and informative way. Thank you!
hah nice I actually thought the opposite "so many people must have covered this" but then I made one boat video and well, now I have like 5 because people keep asking for the next step, lol no problem thanks for watching!
@@peanut_games Hahah, for real man, it's actually kinda wacky how little info there is on this. That said, I've discovered an issue, and not sure if this is just me, or: The masked/invisible area has no water in it but still has an invisible forcefield look to it, as if you can still see the waves but not the water, if that makes sense? It obscures things beneath it kinda. Is this a problem for you too, or just me?
@@MattemIgnorum Oh jeeze, yes I did fix that in my own project but I don't remember how. I think it was something to do with the material parameters of the water but I'm trying to find out again lol
@@MattemIgnorum Ok I got it, it's in the WaterOpacityMaskFromDepth material function. Gotta add a new pin to the SetMaterialAttributes node "Opacity Mask" and plug that directly into the Output Mask node from below
Just found your channel and I really like how you break down every steps that you take to explain. I'm starting out and I don't feel rushed or the need to pause every 5 seconds to understand. Keep it up!
@@peanut_games I am also working on a boat controller, would be awesome to see your approach as well! About the masking I think if it is done below any point where a player can't go under would work just fine, even for big ships with floors. But on big ships with big hulls the water inside wont be a problem I think.
@@borisaceski6401 this comment got flagged for review for some reason.... but yeah especially if you have swimming mechanics, you'd be overlapping the water technically and start swimming in the boat lol. You'd basically have to find a way to consider the overlapping of both water and the invisible boat mesh, same for physical objects, splashes, etc
Applied the modified Water_Material to the ocean. At 3:08 in your video, trying the cube test -- no masking of the water so far. Edit: I've gone back over it three times and I think I haven't missed any step but it doesn't work, so I'll keep hunting (my experience w Unreal is that its usually some little checkbox or small error somewhere...)
Are there any settings in Project Settings or somewhere that I might have missed? I cant get the water to disappear in the cube test nor in the boat shell I made.
Are you on low scalability settings? That's all I could think of and I just checked, it doesn't work on low... hmmm... Specifically Global Illumination has to be at least medium. I'll see if that's something that can be changed.
@@peanut_games Oh, yeah I am. (I'm still running my antique GeForce GT 640) -- all scalability on low. I'll try increasing to see if that works. brb Edit: Just increased Scalability settings to High, still not working, but I' messed around so much with the water shader that I may have broken something else; I'll try a fresh one and see if that works.
So far no go. I built a new map following your first short tutorial with the lake, then plugged my modified water shader in, but nothing. So I'll go back over the tutorial with a fresh water shader and reconstruct it. Maybe its my graphics card; does this method require D3D12? If so I'm out of luck.
for anyone else getting shadow from the solid static mesh object, a janky workaround i found was adding a 3vector to the emissive pin in the material and setting it to white, so it gives some light in there. tho i have no idea why im getting the shadow as he in the video isnt.
I forget what I did exactly now but you can also override the distance field mesh IN the static mesh itself. Open up your boat model it'll be in there. Then you can avoid materials altogether, however toggling it dynamically won't be possible.
If the volume/cube is actually under the water this does not seem to work? Any idea how you would get it to work for a volume completely under the water?
You mean like a submarine? It's a different approach, I'd say just make the volume change the interacting actor's collision with water. Like if the player is in the submarine, temporarily disable collision with WaterBodyCollision. That should disable the underwater effect and any buoyancy.
Awesome tutorial nice to follow ! Do u know how this works with a pool inside a building ? For me the water wont show up because of the closed building ... really would appreciate your help!!
Epic's water plugin needs landscape to function unless you use water body custom, but for water body custom to work with buoyancy the water mesh must be a solid cube with the pivot on the mesh surface
But if I make a custom pool with my own mesh it also need to be like a glass closed or just water surface ? Do I also need the water to be the size and depth I want it to be?
@@Future_Me use the default cube, move it to 0 0 0 then move it down slightly to align the center pivot with the surface. Either in the actor tab or right click on it to find the merge function and set the "pivot at 0" flag, then save
When I changed the water shader to the modified one per this tutorial my waterbodycustom ocean became invisible. Is that normal? Will building lighting fix it? Edit: Just tested -- put the watermaterial_custommesh back on and it works; the WaterMaterial doesnt work.
I'm able to replicate the issue, not invisible but it is flipping out. Interesting to note that it also happens with the default Water_Material so I'll look for a setting in the Water_Material_CustomMesh instance. Better yet just copy that and change the parent to our modified water material. Confirmed to have gotten it working this way with water body custom.
@@markjustinebalisi6177 no, but I’m still on an ancient graphics card. I think with a new system and card the problem will resolve. Now to sell some of my paintings and prints do I can finish the game…
Hey Peanut, I found you don't actually need the material. Uncheck Visibility, Check Hidden, and check Affect Indirect Lighting While Hidden.
Nice find, thanks. You can also override the distance field mesh in the mesh itself with the solid boat model and skip the whole second static mesh component. But this method is still useful to toggle visibility if you want to switch between flooded and not.
Or only uncheck render in main pass, especially if you want to keep the shadow in some cases. If you dont want shadow too uncheck cast shadow as well.
Here I was, thinking 'this is such a specific thing, no-one will have covered this' but searched ahead anyway, and bam. This owns. Thank you so much for this and your other videos. The water plugin is weirdly obscure, but you cover it in a cool and informative way. Thank you!
hah nice I actually thought the opposite "so many people must have covered this" but then I made one boat video and well, now I have like 5 because people keep asking for the next step, lol no problem thanks for watching!
@@peanut_games Hahah, for real man, it's actually kinda wacky how little info there is on this. That said, I've discovered an issue, and not sure if this is just me, or: The masked/invisible area has no water in it but still has an invisible forcefield look to it, as if you can still see the waves but not the water, if that makes sense? It obscures things beneath it kinda. Is this a problem for you too, or just me?
@@MattemIgnorum Oh jeeze, yes I did fix that in my own project but I don't remember how. I think it was something to do with the material parameters of the water but I'm trying to find out again lol
@@MattemIgnorum Ok I got it, it's in the WaterOpacityMaskFromDepth material function. Gotta add a new pin to the SetMaterialAttributes node "Opacity Mask" and plug that directly into the Output Mask node from below
Just found your channel and I really like how you break down every steps that you take to explain. I'm starting out and I don't feel rushed or the need to pause every 5 seconds to understand. Keep it up!
Great to hear it, thanks :)
That was fast :D Gonna like and comment before I even start haha
Haha nice, thanks 😊
@@peanut_games I am also working on a boat controller, would be awesome to see your approach as well! About the masking I think if it is done below any point where a player can't go under would work just fine, even for big ships with floors. But on big ships with big hulls the water inside wont be a problem I think.
@@borisaceski6401 this comment got flagged for review for some reason....
but yeah especially if you have swimming mechanics, you'd be overlapping the water technically and start swimming in the boat lol. You'd basically have to find a way to consider the overlapping of both water and the invisible boat mesh, same for physical objects, splashes, etc
@@peanut_games TH-cam and its flagging ways... Yeah true about the overlaps... Gonna figure it out as I go. Cheers!
Amazing video! Helped so much for my under water base building system! Can you do a video on getting rid of the underwater effect?
@@thebelowzerogamers2179 Thanks I have to look into that, should be able to simply disable the overlap collision with the player.
In blender just select everything and run the generate convex hull operator
Have you tested how performant this is at scale?
I'll try this right now. Edit: Okay I have the shell for the hull built. Time to dig into the shaders.
Applied the modified Water_Material to the ocean. At 3:08 in your video, trying the cube test -- no masking of the water so far. Edit: I've gone back over it three times and I think I haven't missed any step but it doesn't work, so I'll keep hunting (my experience w Unreal is that its usually some little checkbox or small error somewhere...)
Are there any settings in Project Settings or somewhere that I might have missed? I cant get the water to disappear in the cube test nor in the boat shell I made.
Are you on low scalability settings? That's all I could think of and I just checked, it doesn't work on low... hmmm... Specifically Global Illumination has to be at least medium. I'll see if that's something that can be changed.
@@peanut_games Oh, yeah I am. (I'm still running my antique GeForce GT 640) -- all scalability on low. I'll try increasing to see if that works. brb Edit: Just increased Scalability settings to High, still not working, but I' messed around so much with the water shader that I may have broken something else; I'll try a fresh one and see if that works.
So far no go. I built a new map following your first short tutorial with the lake, then plugged my modified water shader in, but nothing. So I'll go back over the tutorial with a fresh water shader and reconstruct it. Maybe its my graphics card; does this method require D3D12? If so I'm out of luck.
for anyone else getting shadow from the solid static mesh object, a janky workaround i found was adding a 3vector to the emissive pin in the material and setting it to white, so it gives some light in there. tho i have no idea why im getting the shadow as he in the video isnt.
I forget what I did exactly now but you can also override the distance field mesh IN the static mesh itself. Open up your boat model it'll be in there. Then you can avoid materials altogether, however toggling it dynamically won't be possible.
Thank you! Great tutorial!
If the volume/cube is actually under the water this does not seem to work? Any idea how you would get it to work for a volume completely under the water?
You mean like a submarine? It's a different approach, I'd say just make the volume change the interacting actor's collision with water. Like if the player is in the submarine, temporarily disable collision with WaterBodyCollision. That should disable the underwater effect and any buoyancy.
@@peanut_games Yeah exactly like a submarine lol. I will try out what you said, thanks for the quick reply!
Awesome tutorial nice to follow ! Do u know how this works with a pool inside a building ? For me the water wont show up because of the closed building ... really would appreciate your help!!
Epic's water plugin needs landscape to function unless you use water body custom, but for water body custom to work with buoyancy the water mesh must be a solid cube with the pivot on the mesh surface
But if I make a custom pool with my own mesh it also need to be like a glass closed or just water surface ? Do I also need the water to be the size and depth I want it to be?
@@peanut_games so i tried having a solid mesh but now if i come close to my water it everything gets white ...
@@Future_Me use the default cube, move it to 0 0 0 then move it down slightly to align the center pivot with the surface. Either in the actor tab or right click on it to find the merge function and set the "pivot at 0" flag, then save
Wow thanks
When I changed the water shader to the modified one per this tutorial my waterbodycustom ocean became invisible. Is that normal? Will building lighting fix it? Edit: Just tested -- put the watermaterial_custommesh back on and it works; the WaterMaterial doesnt work.
I'm able to replicate the issue, not invisible but it is flipping out. Interesting to note that it also happens with the default Water_Material so I'll look for a setting in the Water_Material_CustomMesh instance. Better yet just copy that and change the parent to our modified water material.
Confirmed to have gotten it working this way with water body custom.
Looks like it's caused by the "Enable Water VS Mapping" flag in the material instance.
@@peanut_games i deleted the custom and added water body ocean, unchecked Affects Landscape, looking now to zero out the splines...
@@muralist1 Did you fix the issue?
@@markjustinebalisi6177 no, but I’m still on an ancient graphics card. I think with a new system and card the problem will resolve. Now to sell some of my paintings and prints do I can finish the game…