How to Set sail with ships and boats in Unreal Engine 5. water tutorial.

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  • Опубликовано: 5 янв 2025

Комментарии • 25

  • @BooneyTune
    @BooneyTune 8 месяцев назад +7

    Was a great little video and would like to see more on ship combat

  • @Adil-vi8xw
    @Adil-vi8xw 7 месяцев назад +14

    U should show full screen of that bp or editor. Like when u were making pontoons ur half side of that screen was visible and the pontoon side was not. So make a video in which u open a whole bp on full screen

  • @borisaceski6401
    @borisaceski6401 8 месяцев назад +2

    Love the video mate. I am working on a pirate game/project so I'd love to see how u approach combat, sails and water vfx. Cheers!

  • @limbytes
    @limbytes 8 месяцев назад +2

    This is great! Please do more!

  • @MrLarsalexander
    @MrLarsalexander 8 месяцев назад +3

    You should also increase the mass more depending on the mesh size to avoid physics handle the ship as a smaller object, and throw it around like a rubber duck. It's better to have a larger mass, and then increase the buoyancy strength more so the ship feels really heavy in the water.
    And also, if you add two pontoons extra in front and back, and place them i little bit further away from the ship it will be more stable. Both out to the sides and behind/in front.
    Then reduce the buoyancy on these so they don't act as the main float points, bit rather help on stability like balast in the ship. Might just help to lower center of gravity, but that alone is not always enough. But to fix the forward and backwards rocking, the center of gravity has to be moved forward a bit. And it will help a lot with those extra pontoons.

    • @BrokeAsDev
      @BrokeAsDev  8 месяцев назад +1

      Thats a good a idea. i don't know why i only considered having pontoons on the ship itself. spreading them out in decreasing buoyancy could diffidently increase the stability. might have to be cautious of performance cost tho.

    • @MrLarsalexander
      @MrLarsalexander 7 месяцев назад

      @@BrokeAsDev Did you test it yet?

    • @BrokeAsDev
      @BrokeAsDev  7 месяцев назад

      Yep, sadly only 1 buoyancy component will apply at any one time (the first to be added) hence all pontoons will have the same values applied to them. adding more pontoons still helps add stability, but you have to be more careful with their placement since you can't have different levels of buoyancy.damping or force.

    • @MrLarsalexander
      @MrLarsalexander 7 месяцев назад

      @@BrokeAsDev That is true.. They should be at the same height at least, but i was sure you could add less buoyancy at those in far back and far right to act only as extra stabilizers when riding waves and so on..

  • @hawkintelligence
    @hawkintelligence 2 месяца назад

    it would help to see the full screen. :D
    Also, no water body collision?? a lot of optoins missing. You have extra plugins installed that were not mentioned before.

  • @ashmit.m1877
    @ashmit.m1877 Месяц назад

    Hey, loved your video, it's helped me a lot with my current project. Just wondering if you or anyone has had problem with ripples not working on custom water materials. The water body is the same but I changed the Material for the water and i don't know if this is why ripples aren't showing.

  • @Divineslaying
    @Divineslaying Месяц назад +1

    My cube is spinning in the water instead of moving. Went back and double checked everything don't know what's going on .

    • @BrokeAsDev
      @BrokeAsDev  Месяц назад

      Since movement is physics based check the mass of the cube or the amount of force being applied.

  • @MrLarsalexander
    @MrLarsalexander 8 месяцев назад

    Could you instead use the wind speed and direction to apply a certain value for the force X input if calling from a custom event that you create for a wind BP this way?
    If that wind_BP is attached to the ship, and rotates in world space independant of the ships rotation, would it perhaps work to do a line trace in the direction of the wind
    (*The wind will be dynamic and changes direction, so the trace will always follow tha direction the wind is blowing is my idea*)
    So i was thinking if there was 3 different line traces with just a short distance enough to collide with the sail if the ship is rotated in the same direction as the wind.
    And 1 and 3 would be slightly angled to the left and right by 30--45° while 2 would be pointing straight ahead. So depending on if 1 or 2 or 3 and 2 is closest to the hit box the trace will detect, the faster your ship would go...
    And also speed will multiply by the wind speed and if you are aligned properly with the wind.... How would you go ahead and set up something like that?

  • @Adil-vi8xw
    @Adil-vi8xw 3 месяца назад +1

    I want more video on this ship topic

  • @javascripted_
    @javascripted_ 7 дней назад

    Anyone else getting a terrible spiky effect in the water when adding the dynamic force components? Even at strength .01, I get tiny but sharp spikes in the water, and the whole area gets fuzzy in the water instead of nice ripples.

    • @javascripted_
      @javascripted_ 7 дней назад

      Also, the add force at location seems to make my ship start to wheelie instead of move forward and then spin out of control. It happens slowly but once the spinning starts it accelerates so violently.

  • @mrsmith5114
    @mrsmith5114 3 месяца назад

    Good video. If you made a course for $$ that was making a Black Flag in Unreal, I would buy it.

  • @iansmith3301
    @iansmith3301 2 месяца назад

    I can't get the pontoons right, my custom ship just keeps bouncing off the ground or spinning out of control.. Anyone have some tips of improving that? Where did the ship model in the video come from?

    • @BrokeAsDev
      @BrokeAsDev  2 месяца назад

      If your ship is bouncing off the water check the water's collision preset. it should be set to "waterbodycollision".
      as for the ship model i got it from the kitbash treasure island kit. it looks nice but took hours to cleanup for gameplay use.
      I would actually recommend you don't use any ship models and stick to primitive shapes until after you have 60-70% of the blueprint done. it helps to reduce the amount of variables you have to manage and the number of things that can go wrong.

  • @Grimswoden
    @Grimswoden 4 месяца назад +3

    reeallly could have recorded the whole screen

  • @endtasid
    @endtasid 7 месяцев назад

    this is a great video. And also a shame for Epic games, these things shouldn't be this difficult and complicated. I've been trying to figure out these settings for some time now, trying to make my 3d model ships and submarines float and I cannot say im in 100% success. And also as large as the boat gets, adjusting buoyancy becomes exponentially meaninglessly more difficult. And for the water buoyancy things to work, we need to use kinda simpler collisions on meshes. And I'm making some apps in which the 3rd player character walks around the ships, outside and also inside. So simple collisions also don't work for me. I use complex collisions as simple and they are not compatible with physics sim and therefore buoyancy. So I'm using my own scripts that apply sinus waves to transforms of the meshes to create a wavy buoyancy effect. And when I do this, my meshes' collisions with the other meshes and landscapes go bizzare and mostly not work. This is a shame for Epic or I'm a complete idiot who is missing something somewhere.

  • @rowerowynomada2158
    @rowerowynomada2158 3 месяца назад +1

    Not everyone can speak English that well, and the cut-off screen doesn't help.

  • @MrLarsalexander
    @MrLarsalexander 8 месяцев назад +2

    Resolution has to be power of two! 1024 - 2048 - 4096 - 8192