I have implemented the GetOceanLevelAtLocation for the non-simple OceanStateActor by storing the pixel values from the texture in an array and then reading this in a similar way.
There are debug spheres in the tick for the OceanStateActor if you enable it to check the hight.
I use a separate texture since I use your RT_Displacement that the simulator generates and then modify it for my final texture (so I can control the water - e.g. by adding predominant waves or what have you). If you are not doing this, then it should just point to the same render target.
I am going to keep working on this and check it works with the buoyancy stuff, but thought I'd keep you in the loop in case you are working on anything relevant.
I'd really like to have a quick chat about your plans for this plugin and the possibility of greater collaboration.
FYI, I also renamed the .uplugin file since its current name stops UBT being able to generate Visual Studio files correctly (the name of the uplugin must match the name of the plugin and the folder that contains it...)
I have implemented the GetOceanLevelAtLocation for the non-simple OceanStateActor by storing the pixel values from the texture in an array and then reading this in a similar way.
There are debug spheres in the tick for the OceanStateActor if you enable it to check the hight.
I use a separate texture since I use your RT_Displacement that the simulator generates and then modify it for my final texture (so I can control the water - e.g. by adding predominant waves or what have you). If you are not doing this, then it should just point to the same render target.
I am going to keep working on this and check it works with the buoyancy stuff, but thought I'd keep you in the loop in case you are working on anything relevant.
I'd really like to have a quick chat about your plans for this plugin and the possibility of greater collaboration.
FYI, I also renamed the .uplugin file since its current name stops UBT being able to generate Visual Studio files correctly (the name of the uplugin must match the name of the plugin and the folder that contains it...)