This is a UE 5.3 fork of Niagara Ocean FX (GPU): very fast and realistic water.
To make "FX_OceanWater" shader compile, edit the shader:
- In "WaterSim" node doubleclick "FX_OceanWater_Timestep", find "Custom Hlsl", in Details change "Absolute Include File Path" (3 dots) to your "OceanComplexMath.ush" file path,
- Repeat: in "FX_OceanWater_Rowpass" -> "OceanWater.ush",
- Repeat: in "FX_OceanWater_Colpass" -> "OceanWater.ush",
- Repeat: in "FX_OceanWater_ExportData" -> "OceanExport.ush",
If you're getting glitched ocean, find "OceanWater.ush" file and search for "groupshared float3 pingPongArray" there, change "[256]" to something like "[128]" or "[64]".
Tutorial: https://dev.epicgames.com/community/learning/tutorials/qM1o/unreal-engine-ocean-simulation Discussion: https://forums.unrealengine.com/t/community-tutorial-ocean-simulation/845453