Diving Into the Depths of Water as a Feature in Unreal Engine 4.26
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- Опубліковано 22 лип 2024
- Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects float on waves, cutting holes into the water surface, and more.
Learn more about the water system and other features of Unreal Engine 4.26 here: www.unrealengine.com/blog/unr...
Inside Unreal water system deep dive-
• Water System Deep Dive...
*TIMESTAMPS*
00:00 Intro
00:25 Overview
02:06 Content and Thanks
02:47 Intro and Basics
07:17 Controlling Water
11:18 Architecture
19:27 Additional Uses
28:18 Tips and Tricks
31:51 Performance and CVars
33:48 Future Plans - Ігри
Ryan Brucks and the others at Epic involved in this system have really outdone themselves with this!
Hey man, I did your Multiplayer C++ course from Udemy. Loved it.
@@sam_making_games Thanks!
Add water to warpsquad :p
honestly 10/10 video. you accidentally yeeting the ball had me in absolute stitches it caught me so off-guard lmao
I love Sjoerd’s presentation style. Straight to the point. Tells you enough that you know where to look to explore further.
Thank you :)
The niagara particles with the water was really nice I'll try that.
RwanLink Right? I think you may be able in the future to have those particles move away from collision like they showed the bugs and lights in unreal 5 tech demo.
@@nickgennady It will be very interesting ;)
This is by far the most advanced thing I've ever seen, I'm impressed with the work at epic its just amazing.
Congratulations on the latest release - I'm really glad the UE4 team have an official water system now, ongoing support and future features are yet another reason that Unreal will come out on top.
I am really looking forward to testing this!
Stop learning new tricks and raising your production values!!!, you are making the rest look bad ;P
Water themed video project next? 😊👍🏻 Like Waterworld with Kevin Costner lol
It won’t be very real to life because water follows Navier Stockes equation which as of right now is unsolved. If that equation were to be solved water would become true to life in video games because we could easily simulate its movement.
I love you guys. Everyone at Epic deserves all the credits in the world for the things you give us.
And on top of the great features you add in the engine, you make great tutorial videos like this one.
Used to have Sjoerd as a teacher at Future Games. His amount of knowledge is amazing. Thanks for still teaching me new things. And thanks Unreal for the amazing update. :)
Always love hearing this guy explain things--he's a very good teacher. The water feature is fun to play with so far. I found a few issues while experimenting with it, but then I watched the rest of this video and saw that he addressed each one of those limitations in the video. I'm so glad they're going to continue working on this. Looks amazing!
Thanks :)
This is really exciting and can’t wait for more progress on player interaction. Thanks for the amazing features.
Always a pleasure when Sjoerd explains things!
That's so cool. Thank you and guys at epic for supporting game developers with awesome tutorials and free content.
1:39 "over the last 2 or 3 months I've built this beach scene with a lighthouse"
Thank god, sometimes when I am stuck, I am wondering if the Epic employees do such amazing things in just a day or a week!
man i had that exact same thought
Not me I thought.. that scene is 3 days work. *3 **_HOURS_** if done in VR editor.* Really! One can spends DAYS PLACING INDIVIDUAL ROCKS IN THEIR SCENE, OR THEY CAN PASS THEIR HAND OVER THE LANDSCAPE LIKE A GOD IN VR AND RELEASE A STREAM OF ROCKS, THAT WILL LAND IN NATURAL AND RANDOM POSITIONS (DURING SIMULATION) and you press 'K' for keep changes made during simulation. (assuming he didn't model the lighthouse as part of a Scene build).
The lack of documentation regarding this plugin makes it almost impossible to use. I've been playing with it for almost two months implementing it into a project and half of the features he explains in this video are gone on the 4.27 version or don't work the same way. Water materials are really difficult to understand and the engine keeps rendering randomly, sometimes you open the project and there's water and sometimes there isn't. I don't understand why there's no proper documentation about this plugin a year after its release....
this is wild- how have I just seen this. awesome work!
Nice to hear Your voice Hourences and As always...There is no replace for The Great UE4..Big thanks to you and the Awesome Epic Team
Thanks :)
well. Ue5 might take on UE4 xd
Great overview! And it work right off the box with my project. Just get my project in 4.25.3 converted in 4.26 and I could add water body in my project! Thanks!
Outstanding talk! Thank you very much for making it Sjoerd
I'm really excited to test this feature! Great work!
Really appreciate ur efforts for teaching nd explaining us,thnx a lot
What makes the UE great is that this is probably the forst tutorial I watch, I haven't used Unreal Engine yet, but I understand it
The water system looks amazing! Cant wait to put together some projects featuring waves and moving objects with the water! Cant wait for 4.27 and UE 5!
Awesome job showing off and explaining the water tools, Sjoerd!
Thanks Ryan :) Thanks for all the help and input!
This was a great demo, clear and helpful. Thanks. Looking forward to trying it out.
Hey guys, I'm loving this sort of in depth feature tours but since you guys already have these videos arranged into neat little sections, why not use youtube's Chapters feature to make it easy for viewers to jump into sections they want to see? or maybe add a list of timestamps?
Found a bug. if you create the landscape without enable edit layers and then add water. the water is bugged even if you click enable edit on terrain. Delete the terrain and start over with edit enabled THEN add water
oh cool they did it :)
@@ibrews yes they did! they listen to us! yay!
Great update and video tutorial is better than only documentation without simples, thanks!
hourences you have been the best at explaining things unreal .. the best examples and the tips and tricks..i remember the time back in 2014 was when i first worked with unreal engine 4 and went thru your Solus project walkthru also that was really great .. and before all this your UDK ha ha so i have been following you for quite a while.. thanks for sharing your knowledge.
Thanks so much!
THANKS for the new update. It works very well now!
This is really impressive. I look forward to seeing how it develops.
Im really excited to do some stuff with this!! It looks awesome!
Greatest system Ever. Worth many many Dollars, much more than 500$ water. Sjoerd de Jong all you Incredible developers, you work Too hard but we Love you for it. Thank You For the Opportunities ,Incredible... Thanks for running us through the system again as well... Merry Happy Holiday's, you certainly deserve it.
Thank you so so much for this! This is extremely helpful and awesome. :)
Awesome work. How did you create the large and foamy waves in the sample project? Also, is it possible to cause waves to go over some distance of the shoreline, as real waves do?
Love your presentations and listening to your voice! Good stuff as always. A fantastic , well thought out system. Extremely well explained. Mindblowing that the shading model is opaque!
Thanks a lot :)
@@Hourences I don't do anything with Unreal or any game engines, and this was still really interesting! Doesn't hurt that everything looks so pretty
Good lord those smart particles are such a frikin awesome genious idea!
This is awesome considering how quick you can get this up and running!
Great video - I have struggled to find any information on the Water Body Exclusion Volume though and how this works. It doesn't seem to map to the Ocean material that comes with the Water plugin?
Great video!
Would you recommend using the water plugin for a project that will go live in around 18 months from now ? Do you think this plugin will have focus on improvements ?
Excellent !
I have no other words to express my admiration.
Is there a way we can get a video about the Material? I just found out how to change the water color (not that hard) but for an example I can't find out how to make bigger waves...
Guess it is easy but maybe others have the same or similar difficulties too?
Still a good job you made ;)
Great tutorial! Do you have a tutorial on the lighting as well? Or how did you do the lighting to look so good?
How did you get this foam, I don't figure out how to do it, it seems like we can't do it with Ocean Shader ?
Great overview - thanks for that
I love how he said “enzovoort” at the start, which is a typical Dutch thing to say
Honestly this is so cool and I have so many ideas I want to try that it's quite overwhelming.
A wooden house collapsing in the river and seeing all the parts being taken away by the current. :D
Also a Boat jumping on the Waves like in GTA 5.
rippling and splashing that I've seen in other vids combined with foaming could be combined for water breaking. reducing water mesh size as it gets closer to shoreline
Do you think this will ever work with heightmap-generated landscapes? Such a great plugin but at the moment it seems like it's really just for flat/default landscapes, the z-height issue makes it pretty hard to use otherwise
This is a great overview, wish Epic could have a in depth- how to make the scene soon
One thing I noticed is that when adding a Water Body, the WaterMeshActor is not always placed where you place the body. This will make it look like there's no water! Just move the actor (also maybe increase the extents it if you're doing a large open world game).
This is really impressive. Great explanation, this help us lot..
I’m so excited to get building. I tried making a world about 4 years ago and even though I got my ocean to look pretty good up close with girshner waves but at a distance the pattern repetition was pretty obvious.
Really struggling to find an answer to this: At 27:33 you enable HolePositionScale... but nowadays that doesn't exist. Therefore I cannot mask out the Water Mesh
yeah i cant edit things i would like too nowadays
hello! I was looking exactly for this, I can't find a workaround for this feature... Did you find something ?
@@drisicus Still nothing
If you want to add this to an existing level ( upgraded from 4.25, 4.24, etc ) - I had to manually add a new water edit layer in the landscape editor mode. Not sure why. I kept dragging water into the level and it did nothing until I manually added the layer.
I'm brand new to unreal editor, using Insurgency Sandstorm SDK (proprietry version 4.25), so I don't know how to do that but could you point me to an example? I would really like to have a flowing river i. My map instead of a static one...
@@gwkdad first make sure you have the "Water" plugin enabled, you might need at least UE 4.26, but then you should be able to drag the "Water Body River" Actor into the level onto the landscape. The Epic Games channel has some other videos on it as well from earlier on.
Really nice tutorial but what is also interesting are the clouds in 2:58! Are these made just with the volumetric clouds + volumetric plugin? If yes is there a specific tutorial for these clouds or do I just need to fiddle around with mats+settings until I get it right?
Good tutorial, but I have a question about the water body ocean, is it possible to change the szie of underwater postprocess volume? Becasuse I use a landscape of 2017*2017 size and I dont know how to change the scale and position of underwater postprocess volume.
Fantastic! Man, you guys make my dreams come true. LOVE YOU!!!!!
17:30
Could this technique be used to create glass? So render as a opaque material.
What I'm looking for is actually glass that is reflective, but not as costly as ray traced translucency
12:45 does the waterbrushmanager not generate maps for anyone else if dragged in manually (not auto-created with lake/ocean)?
Not sure how to reference the landscape to generate the maps.
How well does it handle dramatic surface disruptions? For example, a jet flying low over the waters surface.
I'm having a hard time completing my simple programming projects for my university classes. My dream of working at Epic Games in any point of my life is long gone after watching this video. These guys don't sleep. Trust me.
Well the Water Exclusion Volume isnt working at all, and there is no such setting as "hole" in the Ocean material... kinda misleading...
27:38 Seems like needs to be better explained how it works (in UE5 as an example).
Hello there - How do I make the ocean surface go further than the default distance it can go - ie: extend the ocean mesh distance? Thanks so much
Heck yeah! Excellent presentation! Well done and thanks!
I was curious about whether there was any collaboration with the folks at rare who did sea of thieves? There ocean might be very specific to their needs, but it seems like you almost have re-invent the wheel in these cases sometimes depending on the design goals? Was there anything learned on sea of thieves that was able to be used for this? I’m also not sure if that level of collaboration is possible from a legal or business standpoint? (proprietary company secrets and all...) Any insight? Thanks!
Nice work guys @unrealengine ...Rookie question, where do I find or activate the water materials? Thanks in advance :)
how well does this work with imported meshes. ie, not landscapes. obviously the auto-carving features wont work but im assuming most of the other features are supported?
Hi, i have a problem when creating landscape from custom heightmap buoyancy doesn't work. I've tried everything i could think of please help if you can.
can you put the thing at the beginning of the vid at the end have closed a few off, thinking id started wrong vid .
when you drag the leak's points some times some part of water cant follow the curve shape and cut like a border of a plane how can we fix this?
But what if i haev an island in the ocean. It just gets cut off my the spline slope. Also how do i change the size of the ocean. Not the far distance but the near disctance. Because the default size doesnt fit my 4x4 km island
When I try to use this feature it's not working right. When I drag in the ocean it doesn't fit to the landscape, it's off center as well. How do I resize the outer portions to fit my 6x6 tile landscape?
As well the rivers aren't working right either, they don't connect properly or raise and lower the landmass around them.
Is there a time frame for a new version of the plugin with decoupled landscape?
Hi, i'm trying change the settings of the waves for differents levels and it's impossible. The ocean's waves dont change. Is it a bug or am I forgetting something?
26:31 were can we find that get water data at point node? it's not in the Water content folder.
Hi thanks for your very good work.
How to set up water for VR? I try but it's no work. From one eye I see all black
SJOERD! You're the best! :D
Amazing work!
I've added a landscape and enabled edit layers, but when I add the body of water it's not interacting with the landscape and it's saying one hasn't been generated? Any tips?
awesome update!
Can you Please make a Video, how to create the foam in the water and at the shores in Detail please
Any Idea why the water surface is not visible in the build? However if you go beneath the water level you'll see the underwater postprocessing effect?
I am using UE 4.26.2. i have enabled the landmass plugin and the water plugin. When I packages the project, they do not show up. I can only view the water in the editor. Does anyone know why this may be?
I can't find the "hole" parameter you used at 27:30 how do I activate it?
Can’t wait to try it out
How do we add water to a pre built map without affecting our landscape? I tried unchecking affect land scape but the water material/texture disapears then..
What about water in containers rather than an ocean? Does this setup apply say if you were looking at water in a glass tank?
I use world composition and it seems 4.26 water system not working, anyone else have this issue? I even cant enable edit layers as I have no one landscape on scene but multiple landscapestreamingproxy actors which haven't such checkbox. I'm curious can we expect a fix for it, or it will not be supported using both world composition and water system?
Can you use this plugin without creating a terrain or landscape? In my case the terrain will be pre-made outside of Unreal as we are generating a city before hand
it's cool but anything I add the water doesn't appear on my level or should i enable two plugins? Shallow Water & Water? -- or this only works in non-world composition settings?
(3rd) it doesn't work for me I tried to create new level and landscape but nothing happen it's just a spline there. i followed this but to no avail.
Question: Is it possible to have a water physics volume like in the game "Hydrophobia"? So for example, you are in an underwater glass tunnel, and the tunnel takes damage and the water starts to fill/flow the tunnel.
When I get into water in VR preview, the preview crash to editor :(
I will never be able to make it work, but it seems nice. Waterbodies was a missing part in the engine, very nice feature.
Hey Sir, just Quick. How to change color ? I need to change the Material, right ? I dont like this green water. In my case i need to have dark grey Water but there is no clor settings in the water actor
This project should be done available in the marketplace so that we can study it.
Did you even watch the video? This is an engine feature.
that would be awesome. I need example projects since I cant seem to get this water feature right in a larger scale.
So, how you gonna add the Ocean if you have more islands in your landscape - an archipelago?
All I see is one "hole" in the center to adjust. Also What is max size of that water surface, because it seems like it can't cover my entire map.... or I am doing something wrong...
Thanks for this great tutorial. Any chance to have one also about how you did that nice cloud system?
Thanks! I have a similar video, and in particular an Inside Unreal livestream session from earlier this year where I go over the cloud material if I remember right. This is the same material I use for this one.
Start of January I will also be on the livestream again, and will show the clouds there too.
Do i need to download and pay for things to be able to follow what will happen here?
Where can i learn how to make a frozen lake?
So if I have 2 terrains I can have more water? I am working on a open world game. If the water is not perfectly connected between landscapes it works for now since he said there trying to work on bigger world support.
there's no 'hole' parameter in default ocean material :(
Really great, but how can i controll the color of water. It's greenish by default, I want it to be blueish. I managed to make surface blue, but it,s still green under that surface