Unreal Engine 4.27 buoyancy system not working (4.26.2 big issues also) - unreal-engine4

I'm trying to create a ship simulator within Unreal Engine (4.27) I tried to use Water plugin as also its content to start from and shorten the time to get it working.
I created an empty game project loaded Water/Maps/WaterTestMap then added an istance of Water/Blueprints/BP_BuoyancyExample to simulation (above sea level) and started the simulation... it just sink like anything else. I tried to modify some Buoyancy data parameters but it just seems that no forces are applied to the body.
I tried again on 4.26.2, using water plugin contents, and it seems to work but if I try to create a floating cube BP that mimics BP_BuoyancyExample (in the same level as above) it sinks all the times… the only way to make it work is to use EditorCube as static mesh.
I cannot understand where’s the fault but it really sounds like a wonderful bug…

Related

Unity Tilemap: Level-specific data on tiles in palette

I've just started my first Unity experience by moving a match-3 based game to Unity, and I want to be able to attach data to each available tile type specifying how likely that tile is to be dropped onto the board (and be able to override that value for each level). There are a few match-3 tutorials floating around, but besides a tendency to not explain how to make things happen in Unity, I haven't found any leveraging the Tilemap, which seems a shame since it looks like it provides a fair bit of necessary functionality. The only problem is, I don't see anywhere to attach data or a script to a base Tile, so I've been looking into whether going the Scriptable Tile / custom editor route would get me what I need; but then I run into the lack of instructions on how to get basic functionality on the custom editor (the ability to specify the underlying sprite seems rather fundamental, but I'm not finding anything).
Anyway, is the Scriptable Tile interface my best bet to get level-specific data attached to individual tiles, or should I be looking for a different way to get this data on there? Or should I just ditch the Tilemap and the functionality it does include out of the box altogether like all the tutorials seem to be doing?

Where are Unity's .h Libraries?

I am messing with Unity's cameras for a school project, my plan was to change the way that coordinates are projected onto the projection plane to a projection onto a sphere using sphere coordinates. But, getting to the actual math behind the cameras has been a bit of a pain.
My first method involved messing with render textures but, theoretically, that won't work because the camera has already rendered a texture which I am modifying.
Next I tried to get into the code for the base camera, maybe make a copy of the camera to modify without messing the original, but then I ran into this, the code that sets all of the camera's parameters for the editor, I saw the reference to a few .h files.
Where can I access these files? I found files with the same names but not related to Unity. They were also different from each-other, making me think that the file above isn't referring to some sort of industry standard, but it might be.
Unity is generally considered to be made up of two parts; the managed front end, and the unmanaged back end. The front end code (written in C#) can be studied on GitHub here. The unmanaged code (written in C++) is proprietary and isn't freely available.
Unity is fairly modifiable, but there are a number of rules you have to follow.
A camera workaround might be to work with the Scriptable Render Pipeline (e.g. URP). But I'm not sure this actually addresses what you're trying to achieve.

My unrealengine lags when placing actors for world generation

I want to make world generation sort of like minecraft with destructable environment, but even one layer of blocks makes my game lag a lot, so i would like to know if there is anyway i can reduce or prevent the lag. Or any alternative ways to creating world gen that doesn't lag that much.
My level blueprint that makes the world gen looks like this:
(I couldn't fit it in one screenshot but the print string is the same in both pictures)
The cube actor which is spawning currently has no code but since i want a destrucable environment it will have code latter.
I have attepted to use voxel instead but it says im missing a .dll file, which im not sure what to do about. Where in the computer should i put that file?
The image here is in danish, but it says that the program could not be started, because VCRUNTIME140_1.dll is missing on the computer. Try to reinstall the program to fix the problem.
Thanks for the help
The game lags after you spawn or only while spawning the objects? consider using code instead of blueprints, usually you have better performances.
Use hierarchical instanced static meshes instead actors!
More details: YouTube

CSS3D StereoEffect creating dual non synced webpages

This project is a combination of a few things I've found, first embedding webpages in Three.js:
http://adndevblog.typepad.com/cloud_and_mobile/2015/07/embedding-webpages-in-a-3d-threejs-scene.html
and the second is the custom CSS 3D Renderer I found on stackoverflow:
Three.js StereoEffect cannot be applied to CSS3DRenderer
The effect is almost exactly what I wanted, except instead of simply re-drawing the output from one side to the other, it's loading two separate instances, which sorta breaks the point of going VR...
Any ideas? Here's the file:
https://drive.google.com/open?id=1UmXmdgyhZkbeuZlCrXFUXx-yYEKtLzFP
My goal was to render the Ace cloud editor in a VR environment using the stereo effect algorithm (which seems like it could be a fun new way to develop code if you had a wireless keyboard/trackpad with a VR headset, locking the camera in one location of course but still needing the mirrored view for the lenses)...
https://www.ebay.com/itm/Wireless-Bluetooth-Keyboard-with-Touchpad-for-iOS-Android-Smart-phone-Tablet-PC/112515393899?_trkparms=aid%3D222007%26algo%3DSIM.MBE%26ao%3D1%26asc%3D20161006002618%26meid%3D50ca4e61c27345df85a8461fb1a0e6d5%26pid%3D100694%26rk%3D7%26rkt%3D30%26sd%3D222631353709&_trksid=p2385738.c100694.m4598
https://www.walmart.com/ip/ONN-Virtual-Reality-Headset-White/187088616?wmlspartner=wlpa&selectedSellerId=0

How to implement indoor navigation application using Unity3d on Project Tango?

I'd like to implement indoor navigation application using Unity3d on Project Tango.
Could anyone share me the train of thought about this?
My rough idea shows below:
Get the whole build mesh by Tango Constructor
Import into Unity3d as .obj
Bark whole mesh as Navmesh
Name and Mark all interested address or position with ADF together and save with Navmesh
Program UI to receive the start/end address and generate the navigation path dynamically.
Use AR mark and add on the navigation path floor plane.
Please correct my thoughts and share your experience, I am newbie on Unity3d/Tango.
I am doing what you are doing but without the navmesh and ADF. What you might want to consider is reducing the poly count of the 3D obj using a program like Meshlab. I dont know if they fixed that in the Mira release but previously a 'small' room would yield something like.. 1.2 million triangles which I can only assume would slow down your navmesh quite a bit.
With navmesh, generation navigation should be very easy! so I think 1, 2, 3, 5 and 6 are no problem at all.
however nr 4, I have no idea if it works. This you must explore on your own. Naming/marking an adress using ADF? You are thinking it will recognize itself in the environment and then providing the adress? How will it save it with the navmesh? I am sure you will be able to make it work.
good luck.