Let's Build the RPG! - 57 - Unreal Engine 5.1 FluidSim Interactive Water Tutorial

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  • Опубліковано 10 чер 2024
  • In this episode we set up interactive water that will work on all UE5 water (landscape water) bodies. Although in this episode we're focused on the ocean we set up in episode 55, this functionality will also work on UE5 water lakes and rivers. We first cover all the key settings to get fluid sim up and running, including some of the limitations. Then we go over the different dynamic actors required to interact with the fluid sim. It looks like the skeletal mesh actor interaction is broken on 5.1, dynamic fluid sim component integration and fluid sim impulse integration are both working just fine. Because the skeletal mesh actor interaction is not working with 5.1, in order to get the fluid sim integrated with our player character we set up dynamic mesh actors on our character sockets. Once we have footstep effects up and running, we finish out the episode getting our gameplay abilities integrated with the fluid sim: both flamethrower and fireball.
    00:00 Intro
    00:14 Today's Goals and Key Concepts
    01:41 Prequisite steps for FluidSim
    02:17 FluidSim settings, options, and dynamic force component
    11:13 Fluid Impulse component
    12:08 Fluid Sim working with Footsteps and jump effects
    16:30 Setting up ocean to utilize water particle niagara effects and sounds from episodes 20 and 21
    19:08 Water material setting for fluid sim foam (not sure this matters)
    19:59 Gameplay Ability Flamethrower fluid sim interaction
    30:33 Fireball fluid sim interaction
    34:52 Function clean up
    36:26 Conclusion and preview of next episode
    New episode released every Saturday morning!
    Previous Episodes Referenced
    Footstep Sounds (Episode 19):
    • Let's Build the RPG! -...
    Water Footstep Sounds (Episode 20):
    • Let's Build the RPG! -...
    Water Footstep Splash Effects (Episode 21):
    • Let's Build the RPG! -...
    Gameplay Abilities (episode 26):
    • Let's Build the RPG! -...
    Flamethrower (episode 27):
    • Let's Build the RPG! -...
    Fireball (Episode 30):
    • Let's Build the RPG! -...
    Ocean water body (Episode 55):
    • Let's Build the RPG! -...
    References specific to this episode:
    Ben Cloward's FluidSim episode:
    • Interactive Water - Bu...
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КОМЕНТАРІ • 72

  • @KomodoBitGames
    @KomodoBitGames Рік тому +6

    For anyone who is having trouble using more than one fluid sim actor plane, you need to go into the begin play for the sim trigger actor (BP_DynamicForce_component/BP_FluidImpulse_repeating) and change the "Get all actors of class" from using an array index of 0 to just a standard array and then whenever you run the sim check(by default its on tick) you just do a for each loop with the array you made on begin play and plug the loop body and array element into the target for "Apply fluid force impulse", if the stuff isn't working double check the array is using "get all actors of class" in 5.0 epic accidentally made the BP_DynamicForce_component use "Get actor of class". Ideally, you would turn this into a custom actor component and remake it in C++ since a for-each loop in blueprints on tick can bog down performance, and in C++ it's not an issue.
    This would fix the fireball thing, I also recommend creating a custom component based on the Impulse repeating example BP for a character or actor. If you have a varying landscape height you can also break the world location of the "sim" variable made on begin play and just use the z value. that will auto-set it to wherever the sim plane is so you are not hard coding world coordinates.
    To the creator of the video I want to thank you for making this video, I have not found any other resources that show how to set up water interactions using the epic water system. Epic should update their docs for this or make a tutorial on the learn.unreal page.

    • @arnoldcata
      @arnoldcata 5 місяців тому

      Hello!
      Can you tell/show me exactly how I could do this?

  • @eddyraulquezadarodriguez2656
    @eddyraulquezadarodriguez2656 5 місяців тому +1

    And after weeks... I find this tutorial that teach me exactly what I need. Thanks man, I'm subscribing to your channel right now!!!

  • @NumenBrothers
    @NumenBrothers  Рік тому +6

    I don't know why it didn't occur to me at the time, but I think the right way to handle the underwater explosions is using that Fluid Impulse component. So most likely we'll do a future episode on that, unless I hear any better ideas 😄

  • @aznmike2904
    @aznmike2904 2 місяці тому +1

    Also, for anyone that looked up this video up to try and get bullets react to the water. The way I achieved it is by first adding a physics material to my body of water, making sure visibility/camera collision channels are set to block for the waterbody. Then do a line trace for that water physics material, if there is a hit, spawn a BP_Fluid_Impulse_Repeating at impact point. I also made the BP_Fluid_Impulse_Repeating variables exposed on spawn so I can set it within my weapon fire blueprint and make sure to set the lifespan of the BP_Fluid_Impulse_Repeating to around 0.5 seconds (otherwise it will repeat indefinitely )

  • @antoniosuarez7881
    @antoniosuarez7881 Рік тому +1

    really good, thanks bro!

  • @ykach3
    @ykach3 5 місяців тому

    As always- Great job! please Make a tutorial about swimming system!

  • @aznmike2904
    @aznmike2904 2 місяці тому

    I was able to find a alternative way of getting this to work. While spawning and attaching the BP_DynamicForce to sockets at BeginPlay is a viable option you will often get error messages if there is no water in your scene. Now this is fine if you plan on having water in all your maps but it was not realistic for me especially since you leave the Dynamic force running even if its not even being used (when you are not in the water). Another option is like one commenter mentions, you can add the BP_DynamicForce_Component as a child actor in your characters blueprint but again you run into the issue of having it run at all times during gameplay.
    So my solution is to set the child actor as BP_DynamicForce only when my characters capsule component overlaps a body of water and reset it once the capsule stops overlapping the water. The only problem I found with this technique is that the simulation will stop working after entering/exiting the water multiple times. Im only writing this in case someone with a better understanding of unreal engine can find a fix for this or an ideal solution. Will update this if I find the fix myself.

  • @TommyS04
    @TommyS04 Рік тому +3

    Is there a way to make the ripples look different? other shape for example

  • @m.e.1040
    @m.e.1040 10 місяців тому +1

    Hello, I don't understand it: I see here that the UE5-provided-water is reacting to the character and items. Does the water in UE5 also has buoyancy for items? I tried the "Marvel Master Reactive Dynamic Water V3" in UE2.7. It's very nice, but do I still need it? Does the Unreal Engine 5.1 FluidSim Interactive Water have all functions of the "Marvel Master V3" ?

  • @borrowedtruths6955
    @borrowedtruths6955 4 місяці тому

    I have a character, created in iClone 8, in the sequencer, attached the BP_Dynamic_Force_Component to her left foot, in the sequencer, and thought it would work to create an effect on the water as she walks in it. The fluid sim is in the correct place, but still nothing.
    Wouldn't happen to have any ideas, would you?
    Thanks for your time.

  • @agauerm
    @agauerm 5 місяців тому

    Hello buddy, do you have any tutorial on how to make rivers transitioning into lakes, waterfalls, and the water bumping around props (rocks)??

  • @kirobean
    @kirobean 9 місяців тому

    i have a problem where any water plane i place into the viewport is completely invisible, and idk how to fix it

  • @NAMEKZW
    @NAMEKZW Рік тому

    is there a way to increase the radius of the instanced component?
    found it nvm

  • @rojakstudios
    @rojakstudios Рік тому +3

    I've been trying to get the Fluid Sim working on UE 5.0.3 and 5.1.1, but haven't had any success at all. Are there any other settings that I need to be aware of or adjust to get it working?

    • @NumenBrothers
      @NumenBrothers  Рік тому +1

      Make sure your ocean's z level is set to 0. Check your landscape too.

    • @rojakstudios
      @rojakstudios Рік тому +3

      @@NumenBrothers I'm using a Water Body Lake instead of an ocean. The z is set at 0, but it's still not working for me.

    • @OwnthethronebyRXINC
      @OwnthethronebyRXINC Рік тому +1

      UE 5.0 is not working on mine either, It's never worked on version 5.0

  • @jasonsimpson6160
    @jasonsimpson6160 8 днів тому

    I don't have all those extra nodes in my 'Event Graph' when I double click the 'BP_Third Person_Character'. I see the 'Event BeginPlay' node but not a 'Set Post Process Dynamic Material Instance' node like you have. My last node on the 'Event BeginPlay' tree to the right is 'Add Mapping Context'. Is there something I'm doing wrong? Can I still use that node? Optionally could I just parent that dynamic sphere instead to the character's body like you would in Maya? I'm sorry, I'm a newb in Unreal.

  • @coolguy-xb2yn
    @coolguy-xb2yn Рік тому

    will you cover a way to make ocean audio as you approach the ocean spline?

  • @full8936
    @full8936 9 місяців тому +2

    Hi I'm new to Unreal Engine, after 14:51 it stopped working. There wasn't any ripples coming out of my foot. Do you have any suggestions to make it work?

    • @bossman602
      @bossman602 3 місяці тому

      I forgot to attach the Mesh node to parent on the Attach Actor To Component node. This was causing my Dynamic Force Components to not attach to the sockets, which was causing no ripples.

  • @bordercollie9716
    @bordercollie9716 11 місяців тому

    4:50 When I turn off Show simulation mesh, it doesn't work..what should I do?

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Місяць тому

    Hello! Is there a limitations on how many actors I can have? I have set it up the way you showed in the video on my char, no problem.. But when I tried to set it up the same way with my boat, it dont work.. nothing works besides the character, even when I try to just drop a example sphere in the water 💦.

  • @pigeon_cheesburger
    @pigeon_cheesburger 5 місяців тому +2

    my pc crashed 3 times while i was doing this

  • @poly_base3d
    @poly_base3d День тому

    hi sir, im doing exactly the same thing ypu said but its not working in ue 5.4
    do you know why?

  • @qazsedc2005ify
    @qazsedc2005ify Рік тому +1

    Good! Do you know how to move the high of the BP_FluidSim? Even if I move the Z-axis higher, the interaction point is still at the same place(on the ground).

  • @abhiramrao2
    @abhiramrao2 4 місяці тому

    How do i make it work with a animated character? I want it to be rendered with sequencer... please anyone help!!

  • @tacticalbacon8064
    @tacticalbacon8064 7 місяців тому +1

    You dont need to run code for socket on begin play you can just drag and drop bp dynamic force on to static mesh component it will become a child of it as a part of the character bp

    • @jasonsimpson6160
      @jasonsimpson6160 7 днів тому

      Can you explain in detail how to do this to a newb? Thanks!

    • @jasonsimpson6160
      @jasonsimpson6160 7 днів тому

      So I think I got it. lol So you Add a mesh to the BP Third Person and then just drag that bp_dynamic_force component on top of it. The only issue I have is it is only working right at the character's hips. How can I make it work at it's feet or even entire body if he/she were swimming? Thanks! Also, whenever I reopen the level I have to add the static mesh and force again. How can I avoid this

  • @aznmike2904
    @aznmike2904 9 місяців тому

    How to implement this within Lyra?

  • @xcryosonx
    @xcryosonx 2 місяці тому

    Hmm.. I dont seem to be finding the _CORE content like you've got in this video with a lot of functionality already built out for the Third Person Character.

  • @smcgrath86
    @smcgrath86 Рік тому

    Do you have any advice on how to get FluidSim to work for multiple waterbodies at different z locations? I'm trying do a mountain landscape with multiple pools of water at different elevations. 🤔

    • @NumenBrothers
      @NumenBrothers  Рік тому

      I recommend in that case, use Niagara Fluids like I do in Episode 58. From what I can tell it's quite performant, works well for still water.

    • @smcgrath86
      @smcgrath86 Рік тому +1

      @@NumenBrothers awesome - thanks so much! 😎

    • @ykach3
      @ykach3 5 місяців тому

      I came across this issue just now (regarding different z heights). Have you found a different solution ? I have already got lots of lakes with water bodies (by unreal) working with post process and buoyancy and don't want to start from scratch) @@NumenBrothers

  • @HumbleHerman
    @HumbleHerman 9 місяців тому

    Wow! Is there any way you can make these RPG functions premade available to noobs (maybe/obviously for a price) or make your bad selves available for consulting (again maybe/obviously for a price)?

    • @NumenBrothers
      @NumenBrothers  9 місяців тому

      I appreciate the sentiment! Apologies, not available for hire. I recommend getting to know people on a Discord- usually the best way to get a sense of who has talent in a certain area. Also from what I've seen there are paid plugins out there that handle water better out of the box, so that's the area I'd recommend exploring.

  • @seaflame4337
    @seaflame4337 Рік тому

    Hi, i have an issue with my water, when i go underneath, there is the blue water clearance, but when my camera is looking down the ground, the shaders of the water dissapear. What can I do to fix this ?

    • @NumenBrothers
      @NumenBrothers  Рік тому

      Are you using the standard UE5 water post process material? I just tested this on 5.1 and it's working okay

    • @seaflame4337
      @seaflame4337 Рік тому

      @@NumenBrothers it might be an issue with my water system then, because I've added the possibility of swimming.

  • @neritonreis3340
    @neritonreis3340 11 місяців тому +1

    Uma coisa que você não fala no vídeo que e muito importante, quem esta tendo problema para simular a física da agua na UR5 5.1 e que o nível da agua tem que esta no nível Z 0 só assim funcionou para mim! Não sei porque mais vi no foram da Unreal que so funcionava assim.

    • @Sleidde
      @Sleidde 10 місяців тому

      como que ve o nivel z?

    • @eyezlee1142
      @eyezlee1142 Місяць тому

      mon ami tu es superrr!

  • @neritonreis3340
    @neritonreis3340 11 місяців тому

    Cara vou te mandar uma real quando tiver fazendo um tutorial aproxima mais a câmera das Bluprints para vermos o que você esta fazendo.

  • @andrinSky
    @andrinSky Рік тому

    Hello NumenBrothers, it's not working for me. Is it possible that i can download this Scene from you?

    • @NumenBrothers
      @NumenBrothers  Рік тому

      Set your landscape and water height (z level ) to 0. That should fix it.

  • @LuciousKage
    @LuciousKage 10 місяців тому

    Great video ! ......1 question,
    My Fluid sim is not centered on my player... any idea why ? how to fix?

    • @NumenBrothers
      @NumenBrothers  10 місяців тому

      Make the 'ball' of the fluid sim visible to see where it physically is when the player is moving around. Hope that helps

    • @LuciousKage
      @LuciousKage 10 місяців тому

      ​@@NumenBrothers I meant the square thing when i press follow player :) but i adjusted it in its blueprints, ( if anyone has same issue) I manages to make it all work in the end, Thaaanks soo much. keep up good work.

  • @TommyS04
    @TommyS04 Рік тому +2

    The step at 4:10 already does not work for me, anyone know why that could be?

    • @NumenBrothers
      @NumenBrothers  Рік тому +2

      Make sure your ocean's z level is set to 0. Check your landscape too.

    • @TommyS04
      @TommyS04 Рік тому +2

      @@NumenBrothers Oh wow it works thanks!, Did not know that had to be 0

    • @NumenBrothers
      @NumenBrothers  Рік тому +1

      @@TommyS04 if you watch the whole episode ( you don't have to) there's a setting on the dynamic actor that looks at what level the water is, and by default that setting is 0

    • @TommyS04
      @TommyS04 Рік тому +2

      @@NumenBrothers Weird, mine was -1536, even when I set that number to the z of my landscape/water it did not work. I watched the whole episode and everything works great, thank you for making this video

  • @ashwinj9879
    @ashwinj9879 Рік тому

    How is fluid sim working for u in 5.1 impossible, it's broken af , it only works for you if taken original plugin

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 29 днів тому

    Seems unperformant to set so many water meshes around the island.. Isnt there any other way to use the mesh wich is already the water?

  • @baza6127
    @baza6127 Рік тому +1

    i cannot for the life of me get the interaction to work hahaha. I drag the ball and theres nothing. Am i missing a checkbox? Thank you

    • @OwnthethronebyRXINC
      @OwnthethronebyRXINC Рік тому +1

      Are you on UE 5.0? because if you are then your having the same problem everyone else is

    • @baza6127
      @baza6127 Рік тому +1

      @@OwnthethronebyRXINC sorry thought i replied to my comment. Yeah it was unreal engine 5.1. I upgraded to 5.2 and it worked. The water also has to be one the z 0

    • @sabhikhan10
      @sabhikhan10 Рік тому +1

      @@baza6127 this comment is too overpowered. thanks stranger. :)

    • @MrMickeym14
      @MrMickeym14 8 місяців тому

      @@baza6127 This is still the working solution as of today!

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Місяць тому

    My boat works in simulation, but as soon I PIE only my character works and not boat.

  • @derakon4791
    @derakon4791 Рік тому

    first i want say thank you so much for your videos you are amazing . can you plz if you can and if you know how to do it make big and beutiful waterfall in unreal engine 5 ? i serach lots of videos on whole youtube but there is no normal tutorial :( :( so sad maybe plz one day you can make it thank you :)

    • @NumenBrothers
      @NumenBrothers  Рік тому

      hey Derakon, I recommend checking out the Wild West learning project that just came out for free: www.unrealengine.com/en-US/blog/explore-the-old-west-with-these-free-unreal-engine-assets There's a small waterfall in there that's high quality- should give you some ideas

    • @derakon4791
      @derakon4791 Рік тому

      @@NumenBrothers thank you so much

  • @kluchtong-sama8424
    @kluchtong-sama8424 6 місяців тому

    Do you know already why simulation is turn off after a while?

  • @rizkialiakhbar3589
    @rizkialiakhbar3589 Місяць тому

    please tutorial fluidflux