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Imported from UE4-OceanProject/OceanProject#124
Hardware: Oculus Rift
Issue: Certain details don't appear in the right eye, seems VR misses some shaders for the right eye? Or can be a transparency problem.
Versions: (all recent from 4.22-4.24)
Reproduce: load the map with island and you will not see sand, foams in the right eye, only in left.
I don't know its an issue for other VR hardware, or only Oculus.
Visit the #faq channel in discord for fixes with known issues: https://discord.gg/Xzrbpup
Imported from UE4-OceanProject/OceanProject#87
UE version: 4.18.3
OceanProject branch: 4.18
OS: Ubuntu 16.04
Hi guys,
This is an amazing project and would be perfect for my application. However, on Ubuntu 16.04, I am getting very strange, rainbow-like textures for the ocean:
screenshot from 2018-09-28 12-19-23
I realize related issues have been brought up before, but none of them seem to be exactly like my issue. I was wondering if there is any way I could fix this without having to wait for the OpenGL compatible version of the environment.
My OpenGL version should be 4.5.0, judging by the output of glxinfo:
$ glxinfo | grep 'OpenGL version'
OpenGL version string: 4.5.0 NVIDIA 384.130
Great project! I was wondering if a fully-fledged tornado system is planned or out-of-scope. I'm talking physics influence that would drag debris unto the air, realistic vortex buildup including particle animations etc.
cheers!
The water surface is still broken at the boundary of the planes (at least on 2020okt08).
Sorry if this is the wrong thread but looking to make large waves in UE4 via blueprints. thanks.
I used the ocean project in a level and wanted to switch to another scene which doesn't have the ocean in it so I put both scenes in a level and switched the level visibility.
However when I switch from the level who has the ocean to the level who doesn't have the ocean it crashes because the world is not valid.
Here is the fix I made:
InifiniteSystemComponent.cpp
Added in line 109:
//Prevents crash if world not existing (in streaming level transition)
if (World == nullptr) return;
OceanManager.cpp
Added in line 40:
if (World == nullptr) return 0.1f;
WeatherDataPlugin.cpp
Added in line 29:
// Check if World is valid first
if (!World) return;
Imported from UE4-OceanProject/OceanProject#68
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]
Imported from UE4-OceanProject/OceanProject#59
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?
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