/OceanProject

An Ocean Simulation project for Unreal Engine 4

Primary LanguageC++OtherNOASSERTION

This version is now depreciated. The new version: https://github.com/UE4-OceanProject/OceanProject/tree/Master-Environment-Project has mostly the same stuff, minus the bloat, and is better organised, and has many fixes, and will continue to be updated by the community (Hopefully)

Visit the #faq channel in discord for fixes with known issues: (or how to do things correctly so it works) https://discord.gg/Xzrbpup

Sascha Elble: This is the final version (apart from maintenance and bug fixing) for the old version of the ocean project.

Compatible with 4.22/23/24/25 With one exception 4.24+: Open OceanProject.Target.cs and OceanProjectEditor.Target.cs and uncomment the line: “//DefaultBuildSettings = BuildSettingsVersion.V2;”

Moving forward: I am starting to re-vamp the project into a new direction called the "Environment" project since this project started heading in that direction. The project will be split up into separate plugins. For now I've started work in the dif-tow branch, this will eventually all be moved to a new repo.

OceanProject

An Ocean Simulation project for Unreal Engine 4.


**MASTER_LEGACY Branch - This is the "final" version of this project as of 4.22, before it was stripped down

Please use the branch associatd with your UE4 engine version for the best compatability.


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Changelog: Changes in 4.22: Apart from all the other commits, this was future proofed (I hope) to 4.25 (i.e all warning were fixed).

Changes in 4.18:

  • Minor fixes

Changes in 4.17:

  • Many bugfixes
  • Code cleanup

Added in 4.15:

  • Advanced Buoyancy Component by Burnrate.
  • Compatibility fixes.

Added in 4.12:

  • Implemented Planar Reflections as a component of the BP_Ocean blueprint
  • Implemented highly accurate calculations for sun/moon in the plugin, updated skydome to use the new calendar and sky system. This sets the base for the new Skydome, features coming in subsequent updates.

Added in 4.10:

  • Underwater post process with exponential fog
  • Stencil-based underwater masking
  • Wet lens post process
  • Landscape heightmap-based displacement modulation
  • OceanStorm example map (40 Gerstner waves)
  • Advanced BuoyantMesh component by Nubtron
  • Accurate height readback by accounting for x,y displacement
  • Harpoon gun with rope physics
  • Various code improvements
  • Various shader improvements
    (Forum post with more info)

Added in 4.8:

  • Screen Space Reflections (SSR)
  • Distance Blended Normals
  • Infinite Ocean System
  • Configurable Sets of Panning Normals (Small, Medium, Far)
  • Heightmap-based Seafoam & Foam Wave Caps
  • Cubmap-based Reflections
  • Exposed many parameters to BP_Ocean
  • Underwater Distortion Effect
  • Underwater Caustics
    (Forum post with more info)

Added in 4.7:

  • Removed the old buoyancy movement component.
  • Added new buoyancy force component.
  • Added custom player controller.
  • Added example assets: wooden barrels, crate, cannon, icebergs, flag/sails (with apex cloth) & warship HMS Victory.
  • Added simple UI (UMG), with health bar, ship speedometer (knots) etc.
  • Added simple drivable boat blueprint with (multiplayer support).
  • Added advanced warship blueprint with physics + per-poly collision
  • Updated OceanExampleMap_01 to include example boats, ships, cannons, buoyant objects & destructible icebergs.
    (Full 4.7 changelist)

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Discord channel: https://discord.gg/ewadNBG

If you would like to contribute to this project, please PM me on the discord linked above with your GitHub user name and contact info. Or submit a pull request