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Version History

Changelog

Track every update, fix, and feature across all Oceanology products. From the first wave to the latest build.

v1.2.6Latest
Dedicated Server, Multiplayer Replication & Wave Performance
March 7, 2026
  • Full dedicated server support — zero crashes on headless servers
  • Buoyancy replication fix eliminates boat "jumping" in multiplayer
  • Distance-based wave culling — major GPU and CPU savings at range
Dedicated Server
  • Fixed fatal crash (check(MPCI != nullptr)) when running on dedicated servers
  • All rendering code (Materials, PostProcess, Render Targets) safely skipped on headless servers
  • Water actors remain fully functional for gameplay: buoyancy, swimming, collisions, wave math
  • Fixed Slate notification crash when running Editor in dedicated server mode (-server -log)
  • Added dedicated server guard to Niagara wave volume effects
  • Fixed dedicated server crash in ShipNavigation_Map
  • Removed orphaned development files that caused compilation errors on source builds
Multiplayer Replication
  • Fixed buoyancy "jumping" on boats — physics forces apply only on authoritative side
  • Fixed swimming WaterWalk state flickering — state computed server-side only
  • Fixed MovementMode transition to properly trigger mode change callbacks
  • Client prediction remains consistent with server-side CMC configuration
Performance
  • HLSL shader optimization across ocean and shore wave materials
  • Distance-based wave disabling — waves beyond render range skipped entirely on CPU and GPU
  • Smooth distance blending for seamless wave LOD transitions
  • Breaking waves underwater culling — skips geometry outside camera frustum
  • Underwater wave culling system for occluded geometry
  • Far distance material optimized — unnecessary wave calculations removed
Audio
  • Restored original audio system after experimental changes
Compatibility
  • UE 5.7 material and shader compatibility updates
  • C++ standard compatibility fixes for UE 5.7
  • Packaging error fixes for source-built engines
  • Epic Games marketplace fake compile error fixes
  • Scene proxy and light function material header corrections
v1.2.0
Breaking Waves Rework, Lake Mask 2D, Presets & UE 5.6
June 11, 2025
  • Breaking waves formula completely reworked for realistic wave collapse
  • New Lake Mask 2D system for precise water boundary control
  • New preset library including 8K-optimized and shore wave configurations
Features
  • New Lake Mask 2D system for precise water boundary masking
  • WaterBoxScale parameter for flexible water volume sizing across Ocean and Lake actors
  • Surface Scattering system for realistic light dispersion through water
  • Shore waves now have their own dedicated preset group
  • New breaking wave presets for varied coastal configurations
  • New presets optimized for 8K resolution maps
  • Updated preset library with refined default values
Wave Physics
  • Breaking waves formula completely reworked for more realistic wave collapse behavior
  • Spectral Gerstner wave solver finalized with improved accuracy
  • CalculateWaveOffset corrected — eliminates wave position drift across all water bodies
  • Foam flow direction fixed for proper current-aligned foam rendering
  • Visual artifact reduction on wave crests and shore edges
  • Realistic ocean simulation improvements across all water types
Quality & Optimization
  • Exposure bug fixed — prevents overblown highlights in HDR scenarios
  • QuadTree mesh scaling fix for proper LOD at world scale
  • Manual scaler fix for consistent water mesh behavior
  • Lake tile size adjustments for better tessellation
Compatibility
  • UE 5.6 full compatibility update (materials, shaders, and APIs)
  • Niagara WaterDepth compile error fixed
  • Deprecation warnings resolved for modern UE APIs
v1.1.0Major
Visual Overhaul, Sound Redesign & Water Interaction
March 30, 2025
  • Complete sound system redesigned from scratch with debug, underwater, and attenuation controls
  • New underwater system with God Rays, volumetric fog, distortion and glass containers
  • Experimental Water Interaction system with fluid simulation and wave propagation
Sound System
  • Sound system completely redesigned from scratch with new architecture
  • Underwater sound support with depth-based attenuation
  • Adaptive Water Audio System for dynamic environmental soundscapes
  • Wave Audio Actor for spatial audio placement
  • Sound fading system for smooth audio transitions
  • Attenuation shape configuration for underwater and surface sounds
  • Debug visualization tools for audio overlap events and activation
  • Actor scaling support for audio system proportional to water body size
  • Sound override support for custom audio assets
  • Dedicated server guard — sound does not tick or play on headless servers
Preset System
  • Preset system rebuilt from scratch with factory-based generation
  • New grouped preset system (Color, Detail, Waves) complementing existing presets
  • Preset factory parsing with automatic class generation
  • Preset apply logic reworked for reliable application
  • Preset category reorganization — presets moved to top of Actor Panel
  • New preset icons (PNG to JPG — image size reduced ~77%)
  • Example presets included for quick configuration
  • Stylized foam preset with enhanced contrast
  • Preset lerping exposed to Blueprints for smooth transitions
Underwater System
  • God Rays (Ambient Fog) system for underwater light shafts
  • Volumetric Fog mesh component for underwater atmosphere
  • Underwater glass / DomeFX support for contained water volumes
  • Underwater distortion and refraction corrections
  • Underwater fog opacity bug fixed
  • Post-process enable/disable support for underwater effects
  • Atmosphere correction for underwater fog blending
  • Underwater distance improvements for far-field rendering
Bubble System
  • New Niagara-based bubble system (NS_OceanologyBubbles)
  • Infinite and local bubble volume support
  • Bubble height fixed with C++ constraints
  • Bubble color customization
  • Exposed Niagara parameters for fine-tuning
  • Bubble relative location and actor height support
Water Interaction
  • Experimental Water Interaction system with fluid simulation
  • Wave propagation from interactive objects
  • Fluid displacement interaction via Niagara
  • Water Interactor actor for overlap-based interaction
  • Grid 2D resolution configuration for interaction fidelity
  • Managed orthographic width for interaction capture
  • Natural foam generation at interaction points
  • Improved box mask for interaction boundaries
Wave Systems
  • Spectral Gerstner wave system completely reworked — fixed physics, optimization (Normal, Foam), time synchronization
  • Spectral Gerstner now compatible with Niagara for GPU-driven waves
  • Breaking Waves physics rewritten — SDF, gradient computing, C++ mirroring of shader code
  • New WaterDepth and CalculateWaveOffset calculations for accurate beach interaction
  • Shore waves redesigned — global and local modes, soft edge mask, world height limiter
  • World Height SDF system (Niagara-based) for terrain-aware wave behavior
  • Surf Waves side break for more natural coastal foam patterns
  • Wave Crest Splash with exposed parameters for customization
  • Blend Wave Offsets utility for multi-wave composition
Visual Quality
  • Water opacity configuration enhancements
  • Normal map detail refinement and water color adjustments
  • TSR + WPO ghosting fixed — eliminates temporal artifacts
  • Waterline effect corrected for accurate water-air boundary
  • Ground caustics system with replication fixes
  • Wave and Foam improvements (contrast, spread, transitions)
  • Landscape-water edge softening capability
  • Water depth system refinement
  • Foam interaction improvements and transitions
  • Advanced lighting system integration
  • Sky coordinates and landscape artifact corrections
Demo Content
  • "Shattered Realms" map — underwater showcase with corals, ruins, and interactive plants
  • Marine animals for demonstration: Shark mesh, Titan Whale blueprint, Fish
  • Underwater Glass map updated with DomeFX configurations
  • Beach Ball physics object for interaction testing
  • Day/Time blueprint actor for varied lighting scenarios
  • New sound effects for underwater and surface environments
  • Landscape with Nanite and HLOD compilation support
Technical
  • GGX Specular computation fixed and integrated
  • Niagara InfiniteTimeJump spawner for continuous particle effects
  • Niagara render target and capture depth corrections
  • Flow physics buoyancy with proper force-at-location application
  • Fluid simulation replication warning fixes
  • Float/double type consistency corrections (MPC and physics)
  • Ray tracing specific warning fixes in QuadTree
  • Blueprint compile error fixes and deprecated BP cleanup
  • Static mesh collision and shadow corrections
  • Shore Waves HLSL module removed — replaced by Niagara implementation
Fixes
  • Message flooding from OceanologyMessageUtils resolved
  • Underwater splash, masking, and wave crest splash corrected
  • Material performance enhancements
  • Shoreline wetness functionality restored
  • Replication logic improvements for shoreline systems
  • Splash optimization and improvement
  • Transparency priority fix for correct render order
  • Swimming activation registration order fixed
  • Random crash fixes in Niagara and component initialization
  • Multiple compile error fixes across the codebase
v1.0.0Major
Initial Release
January 10, 2024
  • Complete hyper-realistic ocean simulation built from the ground up in C++
  • Spectral Gerstner wave system for AAA-quality wave rendering
  • Full buoyancy and swimming systems with multiplayer replication
Core Systems
  • Complete hyper-realistic ocean simulation built from the ground up
  • Spectral Gerstner wave system for AAA-quality wave rendering
  • Real-time coastal and shore wave systems
  • Full buoyancy system with physics-driven floating objects
  • Swimming system with multiplayer replication
  • Manager actor for centralized ocean configuration
Configuration
  • Preset system for quick wave and visual configuration
  • Material Parameter Collection (MPC) driven architecture
  • Customizable wave parameters exposed to Blueprints and Editor
Performance
  • QuadTree-based ocean mesh for efficient LOD rendering
  • Optimized for 60 FPS (RTX 2080 SUPER) / 120 FPS (RTX 4090)