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Derek Vanee edited this page Jan 27, 2016 · 8 revisions

Welcome to the UE4 OceanProject wiki!

Note: See Nsomnias Fork Homepage here This project aims to simulate an ocean in UE4 with as much realism as possible, and a custom SkyDome with weather effects. Some of the current features include:

  • Gerstner Waves generated using the displacement calculations found in GPU Gems from Nvidia.
  • Translucent water material with depth based opacity, real-time SubSurface Scattering (SSS) based on the sun position, displacement & normal maps for smaller surface waves, foam generation, and much more
  • A custom SkyDome with dynamic time of day and weather effects (partially completed, still WIP)
  • Underwater caustics and Post Process effects
  • Underwater sea life including a variety of fish, all using a custom AI flocking behavior including both predator and prey algorithms.
  • Realistic Buoyancy for both static meshes and Apex destructible meshes
  • No source code required in project, all is contained within a plugin that exposes functionality to blueprints
  • and much more

F.A.Q

Whats planned and how can I request features?

To request new features please visit the discussion thread on the UE4 forums here and create a new post with your idea. To vote on features that have already been requested check out the Trello board here.

How can I contribute to the project?

Fork the repo to your account and make your changes to the code, materials, meshes, textures, or any other part of the project and then submit a Pull Request along with some information on the changes you have made. We will discuss the changes, provide feedback and merge them into the project when ready.

If you want to contribute more than a few features, please contact DotCam either here on GitHub or through a PM on the UE4 Forums to discuss being added as a contributor.

Last edited by DotCam 03-28-2015 @ 8:13pm GMT