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TheZoc avatar TheZoc commented on August 21, 2024

I think you might need a custom solution for that, but If you find a way, I'd love if you could share with as a Pull Request!

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robinhood90 avatar robinhood90 commented on August 21, 2024

this example
https://i.hizliresim.com/kXVX2A.jpg

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TheZoc avatar TheZoc commented on August 21, 2024

@hilaladam Do you think you could make a sample/example blueprint and submit to us as a PR? :)

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tdw46 avatar tdw46 commented on August 21, 2024

@TheZoc I have experimented with @hilaladam 's method to no avail. Seems like an interesting starting point if you want to hide the ocean only when an actor overlaps in certain locations. However, if you are looking to selectively hide the ocean, I would suggest this approach in the Ocean Materials:

https://www.youtube.com/watch?v=XYPPd5oLoPM&index=17&list=PL3kjeDjmmGQiKWtdTssG1hhVNcUzx4Aqd&t=0s

I have experimented with the above approach and it works for every material I have attempted it on so far except "M_Ocean_Ultra" "M_Ocean" etc. It seems the opacity node in the material isn't the only thing determining whether the final BP_Ocean renders opaque or not?

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TheZoc avatar TheZoc commented on August 21, 2024

Were you able to make this work?
I'm wondering if this is related to #51 #53 ?

Sadly, I'm not sure of what controls Ocean opacity from the top of my head :(

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EvoPulseGaming avatar EvoPulseGaming commented on August 21, 2024

There is a ocean masking example map that shows how to do this.

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