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Unsink Your Boat - How to Remove Water From Boat in UE5.3

How to mask out water from visibility in a boat resting below the water line.
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Пікірлер: 32

  • @drummerman883
    @drummerman8834 ай бұрын

    Hey Peanut, I found you don't actually need the material. Uncheck Visibility, Check Hidden, and check Affect Indirect Lighting While Hidden.

  • @peanut_games

    @peanut_games

    4 ай бұрын

    Nice find, thanks. You can also override the distance field mesh in the mesh itself with the solid boat model and skip the whole second static mesh component. But this method is still useful to toggle visibility if you want to switch between flooded and not.

  • @0xSirius

    @0xSirius

    4 ай бұрын

    Or only uncheck render in main pass, especially if you want to keep the shadow in some cases. If you dont want shadow too uncheck cast shadow as well.

  • @simonpascal6994
    @simonpascal69944 ай бұрын

    Just found your channel and I really like how you break down every steps that you take to explain. I'm starting out and I don't feel rushed or the need to pause every 5 seconds to understand. Keep it up!

  • @peanut_games

    @peanut_games

    4 ай бұрын

    Great to hear it, thanks :)

  • @Psikais
    @PsikaisАй бұрын

    Thank you! Great tutorial!

  • @ABentPaperclip
    @ABentPaperclip4 ай бұрын

    In blender just select everything and run the generate convex hull operator

  • @borisaceski6401
    @borisaceski64015 ай бұрын

    That was fast :D Gonna like and comment before I even start haha

  • @peanut_games

    @peanut_games

    5 ай бұрын

    Haha nice, thanks 😊

  • @borisaceski6401

    @borisaceski6401

    5 ай бұрын

    @@peanut_games I am also working on a boat controller, would be awesome to see your approach as well! About the masking I think if it is done below any point where a player can't go under would work just fine, even for big ships with floors. But on big ships with big hulls the water inside wont be a problem I think.

  • @peanut_games

    @peanut_games

    4 ай бұрын

    @@borisaceski6401 this comment got flagged for review for some reason.... but yeah especially if you have swimming mechanics, you'd be overlapping the water technically and start swimming in the boat lol. You'd basically have to find a way to consider the overlapping of both water and the invisible boat mesh, same for physical objects, splashes, etc

  • @borisaceski6401

    @borisaceski6401

    4 ай бұрын

    @@peanut_games KZread and its flagging ways... Yeah true about the overlaps... Gonna figure it out as I go. Cheers!

  • @nikoheino3927
    @nikoheino392719 сағат бұрын

    for anyone else getting shadow from the solid static mesh object, a janky workaround i found was adding a 3vector to the emissive pin in the material and setting it to white, so it gives some light in there. tho i have no idea why im getting the shadow as he in the video isnt.

  • @peanut_games

    @peanut_games

    13 сағат бұрын

    I forget what I did exactly now but you can also override the distance field mesh IN the static mesh itself. Open up your boat model it'll be in there. Then you can avoid materials altogether, however toggling it dynamically won't be possible.

  • @muralist1
    @muralist15 ай бұрын

    I'll try this right now. Edit: Okay I have the shell for the hull built. Time to dig into the shaders.

  • @muralist1

    @muralist1

    5 ай бұрын

    Applied the modified Water_Material to the ocean. At 3:08 in your video, trying the cube test -- no masking of the water so far. Edit: I've gone back over it three times and I think I haven't missed any step but it doesn't work, so I'll keep hunting (my experience w Unreal is that its usually some little checkbox or small error somewhere...)

  • @muralist1

    @muralist1

    5 ай бұрын

    Are there any settings in Project Settings or somewhere that I might have missed? I cant get the water to disappear in the cube test nor in the boat shell I made.

  • @peanut_games

    @peanut_games

    4 ай бұрын

    Are you on low scalability settings? That's all I could think of and I just checked, it doesn't work on low... hmmm... Specifically Global Illumination has to be at least medium. I'll see if that's something that can be changed.

  • @muralist1

    @muralist1

    4 ай бұрын

    @@peanut_games Oh, yeah I am. (I'm still running my antique GeForce GT 640) -- all scalability on low. I'll try increasing to see if that works. brb Edit: Just increased Scalability settings to High, still not working, but I' messed around so much with the water shader that I may have broken something else; I'll try a fresh one and see if that works.

  • @muralist1

    @muralist1

    4 ай бұрын

    So far no go. I built a new map following your first short tutorial with the lake, then plugged my modified water shader in, but nothing. So I'll go back over the tutorial with a fresh water shader and reconstruct it. Maybe its my graphics card; does this method require D3D12? If so I'm out of luck.

  • @Future_Me
    @Future_Me2 ай бұрын

    Awesome tutorial nice to follow ! Do u know how this works with a pool inside a building ? For me the water wont show up because of the closed building ... really would appreciate your help!!

  • @peanut_games

    @peanut_games

    2 ай бұрын

    Epic's water plugin needs landscape to function unless you use water body custom, but for water body custom to work with buoyancy the water mesh must be a solid cube with the pivot on the mesh surface

  • @Future_Me

    @Future_Me

    2 ай бұрын

    But if I make a custom pool with my own mesh it also need to be like a glass closed or just water surface ? Do I also need the water to be the size and depth I want it to be?

  • @Future_Me

    @Future_Me

    2 ай бұрын

    @@peanut_games so i tried having a solid mesh but now if i come close to my water it everything gets white ...

  • @peanut_games

    @peanut_games

    2 ай бұрын

    @@Future_Me use the default cube, move it to 0 0 0 then move it down slightly to align the center pivot with the surface. Either in the actor tab or right click on it to find the merge function and set the "pivot at 0" flag, then save

  • @unrealversum7729
    @unrealversum77295 ай бұрын

    Wow thanks

  • @muralist1
    @muralist15 ай бұрын

    When I changed the water shader to the modified one per this tutorial my waterbodycustom ocean became invisible. Is that normal? Will building lighting fix it? Edit: Just tested -- put the watermaterial_custommesh back on and it works; the WaterMaterial doesnt work.

  • @peanut_games

    @peanut_games

    5 ай бұрын

    I'm able to replicate the issue, not invisible but it is flipping out. Interesting to note that it also happens with the default Water_Material so I'll look for a setting in the Water_Material_CustomMesh instance. Better yet just copy that and change the parent to our modified water material. Confirmed to have gotten it working this way with water body custom.

  • @peanut_games

    @peanut_games

    5 ай бұрын

    Looks like it's caused by the "Enable Water VS Mapping" flag in the material instance.

  • @muralist1

    @muralist1

    5 ай бұрын

    @@peanut_games i deleted the custom and added water body ocean, unchecked Affects Landscape, looking now to zero out the splines...