Planetary Oceans docs
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  • GUIDE (v. 1.5)
    • Version differences
    • Getting started
    • Scalability and Precision
    • Configuring ocean material
    • Buoyancy
    • Masking out water
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  1. GUIDE (v. 1.5)

Getting started

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Last updated 10 days ago

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To add a planetary ocean to your level, follow these steps:

  1. 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).

  2. 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.

  3. 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.

Planetary Oceans supports large radii and tries its best to avoid precision loss. For details please refer to this page:

  • 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.

Scalability and Precision