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Legacy Setup Guide

Provides a step-by-step guide to setup Oceanology requirments. If you need help adding Oceanology to your scene here is a tutorial video: Getting Started Video - coming soon

Note

Before integrating Oceanology into your main project, generating a test project is recommended.

step-4
First we need to launch UE
step-4
Create a new third person project with these outlined settings
step-4
Once project opens, navigate to plugins
step-4
Search for 'Ocean'
step-4
Enable Oceanology NextGen and restart editor to take effect

Oceanology NextGen is now enabled, just make sure to update your defaultengine.ini to our recommened settings here: DefaultEngine.ini

Below is how to view our sample maps and content:

Enable Sample Content

step-4
Enable 'Show Engine Content' and 'Show Plugin Content'
step-4
In plugins folder navigate to 'OCEANOLOGY NEXT-GEN Content'

DefaultEngine.ini

These settings are important to make sure that your render settings play nice with oceanology. Feel free to merge your custom settings with the requirments below but keep in mind we can't test all settings so if you experience issues feel free to head over to our discord community.

Note

Important code may vary depending on the version of the engine. This code is used to correct rendering problems, such as strange artifacts and blinking when moving a plane. Add under the section [/Script/Engine.RendererSettings] below the default settings in project/config/defaultengine.ini

Open defaultengine.ini and look for [/Script/Engine.RendererSettings] looks approximately like:

[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8

;Virtual Textures
r.VirtualTextures=True
r.VT.AnisotropicFiltering=True
bEnableVirtualTexturePostProcessing=True

;Lumen
r.Lumen.ScreenTracingSource=1
r.Lumen.TraceMeshSDFs=0
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False

;Shadows
r.Shadow.Virtual.Clipmap.WPODisableDistance=1
r.Shadow.Virtual.Clipmap.WPODisableDistance.LodBias=1

;Lighting
r.MegaLights.EnableForProject=True

;Velocity
r.VelocityOutputPass=1

;Shaders
r.Shaders.RemoveDeadCode=1

;GPU scene
r.GPUScene.ParallelUpdate=1

;ShadingRejection
r.TSR.History.SampleCount=32
r.TSR.ShadingRejection.Flickering.FrameRateCap=30
r.TSR.ShadingRejection.Flickering.MaxParralaxVelocity=2
r.TSR.ShadingRejection.Flickering.Period=3

;NVidia DLSS
r.Streamline.DLSSG.Enable=1
r.NGX.DLSS.WaterReflections.TemporalAA=1

[/Script/DLSS.DLSSSettings]
bEnableDLSSInEditorViewports=True

;Physics
[/Script/Engine.NetworkSettings]
p.EnableMultiplayerWorldOriginRebasing=True

;Physics Setup
[/Script/Engine.PhysicsSettings]
PhysicsPrediction=(bEnablePhysicsPrediction=True,bEnablePhysicsHistoryCapture=False,MaxSupportedLatencyPrediction=1000.000000,ResimulationSettings=(bEnableResimulationErrorPositionThreshold=True,ResimulationErrorPositionThreshold=10.000000,bEnableResimulationErrorRotationThreshold=True,ResimulationErrorRotationThreshold=4.000000,bEnableResimulationErrorLinearVelocityThreshold=False,ResimulationErrorLinearVelocityThreshold=5.000000,bEnableResimulationErrorAngularVelocityThreshold=False,ResimulationErrorAngularVelocityThreshold=2.000000))
bTickPhysicsAsync=True
bSubsteppingAsync=True
bSubstepping=True