Creating a Fluid surface with Blueprints and Render Targets - Tutorial should be revised
Well, I am at it again and coming from the previous tutorial "Creating a Heightfield painter" I was now doing the second, more advanced version of the documentation tutorial. Unfortunately, there are again a few quirks that I want to share and raise attention for.
2. Required Asset Creation & Setup
Besides this bug reported here that messes up the whole tutorial if you are using 4.15 (there should be a note about this or a bug fix), there is one more problem
This time, the author asks the user to work inside the ContentExamples project. The hard thing here is that the exact same naming scheme from the already exisiting FluidSurface content example is used. Thus, if the user has to fill in materials and textures inside the BP later on, one has to precisely check the asset path. Thus, I recommend using another naming scheme for the tutorial!
**3. Blueprint Setup*
As a side note
As this tutorial is essentially the BlueprintFluidSurface content example, I think the content example should be retouched and the BP cleaned with the version from the tutorial. Maybe just without using the ApplyPointDamage event and instead creating a custom event. But overall, the current content example is super messy in comparison to the tutorial although it's exactly the same BP content
asked Mar 20 '17 at 11:22 PM in Blueprint Scripting
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