I’m trying to follow Handkor’s buoyancy tutorial( A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums ) and use that system in combination with the Nvidia Waveworks ocean shader.
The problem is that I can’t get the code to run on the custom Waveworks build of 4.15 that I’m running. It might just be that I’m not doing it properly, I have very little C++ knowledge, but I was wondering if there was a way to get the displacement height of a material at every frame in Blueprint rather than C++.
Screenshot of the Waveworks material: