Getting started
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To add a planetary ocean to your level, follow these steps:
Add BP_PlanetaryOcean to Your Level
Drag and drop the BP_PlanetaryOcean
actor into your level. This actor controls the ocean's quadtree and mesh generation settings, such as resolution, radius, and LOD (Level of Detail).
Add BP_WavesController to Your Level
Drag and drop the BP_WavesController
actor into your level. This actor manages the ocean's wave parameters, including wave height, direction, and speed.
Link BP_WavesController to BP_PlanetaryOcean
In the BP_PlanetaryOcean
actor, set the PlanetaryWavesController
reference to your BP_WavesController
instance.
In BP_PlanetaryOcean
, configure the ocean's mesh settings, such as radius and resolution, and a quadtree settings to fit your level's scale. Hover over variables to see detailed explanation of what they do. Check wireframe mode to get an idea how mesh generation behaves.
BP_PlanetaryOcean
can be moved and rotated at runtime. You can have multiple oceans in the level.
Current default radius (10 mil Unreal units, or 100 km) provides the scale where the horizon curvature is almost unnoticeable. Larger values may cause floating point precision issues when looking up-close. Precision issues become irrelevant at a certain distance, that depends on the radius. Far away shots from the space can be done with any radius.
In BP_WavesController
, adjust wave parameters like amplitude, wavelength, and steepness to achieve the desired ocean behavior.
While wave parameters are exposed to the BP_PlanetaryOcean
, ocean material surface settings are defined in the MI_PlanetOcean
material instance.