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3: Install: Installing AquaRay

ADM8 edited this page Jul 23, 2026 · 11 revisions

EDIT: If your Github account is linked to Epic Games Organization, You can download Full 5.2.1 Source with AquaRay here (login required): https://github.com/Dechetmew/MGFX_UnrealEngine/tree/5.2.1-legacy-aquaray-v13.1

Installing AquaRay

DeferredShadingRenderer.h

  • Add two new Function Declarations from Here

DeferredShadingRenderer.cpp

  • Modify If-Else block adding AquaRayPrepareRayTracing() call
  • Modify If-Else block inside if (IsRayTracingEnabled()) block
  • Replace AnyRayTracingPassEnabled() Function
  • Replace HasRayTracedOverlay() Function
    All From here

AquaRay.cpp

  • Create a new folder called "AquaRay" inside Engine\Source\Runtime\Renderer\Private\RayTracing
  • Add a new .cpp file from here into Engine\Source\Runtime\Renderer\Private\RayTracing\AquaRay
  • The full path should look like this: Engine\Source\Runtime\Renderer\Private\RayTracing\AquaRay\AquaRay.cpp

Shaders

  • Create a new folder inside Engine\Shaders\Private\RayTracing
  • Place all shaders from here. The full path should look like this: Engine\Shaders\Private\RayTracing\AquaRay\AquaRay.usf (and the rest)

Launching the Project

  • I recommend using the Sample Project to get Familiar with The Renderer
  • If Unreal Engine complains about Project Version, Select "Convert in place"
  • When Loaded (hopefully without explosions), load the emptytestmap level
  • In this version the Renderer is force-Enabled by a console command "r.RayTracing.AquaRay=1". That is temporary. I dont recommend Disabling it in this Build
  • After that select the AquarayController Actor and in the Properties Panel click the "Apply Settings" to Initialize Scene

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