Water
Comment ajouter de l'Unreal Water dans votre level et l'intégrer de façon transparente dans nanos world
Since Unreal Engine 4.26, it is possible to use an amazing and beautiful Water System in your Maps. Et nanos world a réussi à intégrer ce système de façon transparente dans notre jeu.
Any Prop, Character, Vehicle, or even Pickables will react procedurally to this Water System, no additional tweaks are necessary, you can just drag-n-drop your Water Actors into your Level and it works!
L'utilisation du nouveau Plugin Eau d'Unreal vous oblige à l'activer dans votre projet ADK, et nécessite également que vous ayez installé Visual Studio et toutes les dépendances .NET habituelles pour pour la compilation.
In Unreal Engine Documentation you can find dozens of guides and tutorials on how to use it, and don't worry, everything will work once you import it into nanos world!
Comment les objets réagissent à l'eau
Unreal Water has the concept of Buoyancy Spheres (Pontoons), each sphere represents a Buoyancy element which will make the object float.
You can customize the Buoyancy of Props, Pickables and Vehicles through scripting with SetBuoyancySettings and SetBuoyancyPontoons (e.g. :SetBuoyancySettings()). Also make sure your map Package has enable_water_buoyancy = true in its Package.toml.
Props & Pickables
Props and Pickables are the most straightforward objects, they will automatically get one Buoyancy Sphere at the same size of their Meshes.
Véhicules
Vehicles will automatically get four Buoyancy Spheres, positioned around each Wheel, which will make Vehicles float and do not turn that easily.
Character
Les personnages utilisent un système plus complexe, intégré avec les "Swimming states" et les animations. It uses one Buoyancy Sphere as well, slightly translated to make the swimming animation transitions work perfectly.