This document provides essential guidance on reporting system errors. Learn how to identify, report, and analyze bugs to ensure smooth support.

Before requesting support

Most of the issues are already known and can be easily avoided by you, which is why I prepared this checklist.

  1. Check the product’s limitations; there is a chance that your use case is not handled yet.
  2. Ensure that the bug is not listed in the ‘known issues’ of the product. 
  3. Read the documentation, mainly focusing on the chapters titled ‘Solving issues’, which cover the most common problems.
  4. Check the marketplace launcher and ensure you use the newest version of the product.
  5. Please ensure you are my client and use the product from legal sources; support may require verification.

Discord support

I’ve decided to switch to threads. Your every question/request will start from a new thread, which makes it easier to follow separate discussions and help everyone.

  1. Use the support channel if you have bought my product and need my help.
  2. Use general to talk with other people on Discord.
  3. After you send a message to the support channel, the bot will create a new thread.
  4. Add more details in your thread per the chapter “Preparing bug report.”
  5. Don’t stack multiple questions at once. Let’s focus on a single problem and solve it one by one.
  6. Write only in your thread; don’t start another until your problem is solved.

Please obey the thread’s rules; otherwise, you will not get my support and can be suspended for a while.

Preparing bug report

I’m doing my best to help everyone, fix all bugs, and work around the engine limitations, but some configurations may still cause problems. Reporting issues helps improve the product. Preparing a precise bug report is crucial in increasing my response time and chances that I will solve the problem and show professionalism. 

  1. Write information about your configuration
    • The Unreal Engine version you use
    • List of specific config settings enabled in the project (Lumen, Ray Tracing, Path Tracing, Forward Shading, Nanite, Substrate, and everything that you think could cause the issue)
    • Development Platform (Windows, Linux, MacOS)
    • Target Platform  description(VR device, Mobile, MacOS)
    • Add information if you can see the same issue in the example demo maps
  2. Prepare visual materials presenting the problem
    • short video
    • screenshots
  3. Write a clear and detailed explanation with the steps needed to recreate the problem on my machine. 
  4. Explain the result you want to achieve after solving the issue.
  5. Attach a minimal project presenting the issue (see below for a description of how to do it).

Minimal project

The easiest way to receive fast and direct support is to send me a minimal project demonstrating the problem. This reduces the time needed to reproduce the issue on my PC, which is often the most challenging part. Please read the description below to ensure that the minimal project aligns with the requirements:

  1. Download my product into the small (empty) project and reproduce the bug.
  2. Prepare a description of how to see the problem:
    • Add information on which level should be opened
    • Add a list of steps to repeat to see the bug in your map
    • Add details on testing the target platform
  3. Minimalize the size of the project:
    • Remove all content (textures/meshes) that are not crucial for the presentation of the bug,
    • Remove “Intermediate”, “Saved”, and “Build” folders,
    • Disable all external plugins and ensure the project does not depend on them.
  4. Pack (zip), upload it on the server, and send it to me via support email imaginaryblend@gmail.com. 

Don’t share minimal projects publicly on Discord or the marketplace questions tab. Always use the support email imaginaryblend@gmail.com.

Reducing support response time

I receive numerous support requests and questions daily. Good communication practices and rules can simplify our work, reduce stress and irritation, and save time.

  1. Please use the support email or marketplace questions tab (I prefer it to Discord). Don’t ask for support in the YouTube comment section.
  2. Be precise and professional. Please give me as much information as possible (read: preparing bug report). I always respond faster to requests if it’s clear what happened.
  3. Be polite and patient; support may take a few days. If you don’t hear back, feel free to send your request again or message me on the Marketplace Questions Tab. Your message might have gone to spam, or I missed it.

Now you can report this bug by sending an e-mail to imaginaryblend@gmail.com

Introduction

 
Fluid Flux Update 2.1 brings a set of important bug fixes, stability improvements, and modifications added as a direct response to support requests, which makes the user experience even better. The new version of the pack is compatible with Unreal Engine versions 4.26 – 5.3. A detailed list of changes and a roadmap presenting what is planned can be found on Trello.
 

Before updating the Fluid Flux in your project please read carefully the Package Update Process. Following the update procedure ensures a smooth transition and minimizes the risk of potential issues arising during the update process.


Infinite Ocean example map

A new example map in Fluid Flux 2.1. The new map showcases the infinite ocean setup and large-scale stormy waves. This simple example does not use any domains, which makes it super efficient.

TSR Motion Vectors

I’ve improved motion vector generation in surface material, significantly improving water rendering quality. I’ve also added slope velocity, which fixes noisy smearing on the waterfalls. The new motion vectors generated from world position offset work well in Unreal Engine 5.3, so I recommend switching to the latest engine version). For the best experience, use this configuration in your project settings:

  • Velocity Pass = Write During Base Pass
  • Default Renderer Motion Vector Settings = Precise

Minor issues and bugs may still occur on distant water, and I will work on them in future updates.

Underwater shaders

  • replaced old nosy random-based circle blur with a 5×5 Gaussian blur.
  • Fixed underwater post-process masking. Now, the post-process disappears when the camera is under the ground map.
  • Added underwater visibility enum in the surface actor that allows forcing visibility of underwater post process. The new InsideContainer mode allows rendering post-process through glass (an example of use with glass material will be presented in the next update).

Ground and Domains

  • fixed foliage filtering, UseFoliageMeshes works properly now.
  • Improved the ground map and phantom meshes debug rendering.
  • Enhanced performance of ground map rendering and building the visibility list.
  • Fixed rendering of distant landscapes with a lower level of detail.
  • The coastline domain can now cut out fragments of the ocean on the landscape.
  • Fixed brush editing when the initial state is active.
  • The “Current state” in domains changed to transient fixes memory crashes.
  • Domains will not update when dragging actor move, only after the drop.
  • Fixed simulation streaming on a separate level.
image.png
The area is submerged below the ocean’s surface, yet a phantom mesh excludes the water, allowing players to access this region.

Other improvements

  • Adjustments for distant surface rendering. I added OceanWaveRange and OceanWaveFaloff parameters that give additional control.
  • Fixed weird overburned emissive when the camera is very high.
  • More than four buoyant pontoons have been supported since now.
  • Fixed all buoyancy problems in shipping builds.
  • Added the tag FluxBuoyancyOwner that allows specifying the target actor for pontoons attachment.
  • IsSpartiallyLoaded = false in all crucial Fluid Flux actors fixes world partition bugs.

Enhanced input

Switching to Unreal Engine 5 unlocks the possibility of using all of its goodies, and the Enhanced Input is one of them. The whole input implementation is now stored in data assets, which can be included in the product. Fluid Flux does not require downloading any additional config files.

I’ve also cleaned up the character implementation and moved world control to the player controller, making it easier for everyone to understand.

Demo on itchio

The executable demo was also updated and published on Itchio. There are many reasons for that change:

  • This platform is a bit more professional than Google Drive links and may feel safer for others.
  • I can send notifications about the new version to everyone who has my demo in the collection.
  • I can also push many builds (mobile, VR, PC, Linux, Mac, Vulcan) and manage them better without replacing links on the marketplace page and in my videos.
  • Everyone can comment, and I can see additional details about downloads/users.

What Next

This update will be the last one supporting UE 4.26 to UE 5.2. Moving forward, my focus will shift exclusively to updating the package for Unreal Engine 5.3+. I apologize to everyone who is unable to transition to UE5.3 at this time. There are several reasons for this decision:

  • TSR doesn’t look acceptable on early versions of Unreal Engine 5, which makes working with it uncomfortable. I highly recommend switching your projects to Unreal Engine 5.3.
  • Creating a package with backward compatibility for older versions of UE is time-consuming and requires excessive effort. I prefer to spend this time on improving the product.
  • This shift will open up many exciting possibilities for optimizations and improvements, making my work much more manageable.

Due to the extensive scope of package updates, certain aspects might have been overlooked during the development and testing phases and it may be dangerous for your project so make sure you will have at least a few days to fully integrate the new version with your project in case you will need my help.

Changes that update may include:

  • Adding new features and example maps
  • Enhancing memory management, fixing bugs, optimizing performance,
  • Ensuring compatibility with the latest technologies,
  • Providing a better user-friendly experience,
  • Improving quality and efficiency,

However, be mindful of potential issues when updating.

  • Removing, renaming, moving files and attributes,
  • Overriding your changes,
  • Adding new bugs,

I strongly recommend using a version control system (Perforce, GIT, SVN) for your projects which is the safest way to avoid unexpected problems and blackout changes. To ensure a smooth transition, Making a copy of your project before downloading the update is strongly recommended.

Please note that the removal or renaming of assets might not be automatically handled by me during the update process. Consequently, there is a possibility of “ghost files” from the previous version of the product. To mitigate any potential issues, it is recommended to follow these steps for updating:

  1. Make sure that the update is already available on the marketplace page for the engine version that you use.
  2. Navigate to the Content/UpdatedPackage folder in your project.
  3. Copy the Content/UpdatedPackage for backup in case of unexpected issues that may occur after the update.
  4. Remove or delete the entire old version of the product from the UpdatedPackage folder.
  5. Download the new version of the product and extract it into the UpdatedPackage folder, ensuring a fresh and clean update.
  6. Run your project test the example maps in the demo folder, and check if the product still works correctly with your project.

It’s best to avoid making modifications to the pack by yourself. If you need to make some changes then I recommend inheriting classes/materials and overriding functions. Store child classes and custom material instances outside the pack folder. If you need some small trivial modification that could improve usability then you can let me know we will figure out some solution and maybe put it into the next update.

In case of any problem contact me using the support email imaginaryblend@gmail.com.

 

 

 

I’m excited to show you the new and improved Infinity Weather 2 update that I’ve been working on for the past 5 months! The update brings Unreal Engine 5 support and improvements in performance, stability, memory management, and many new system capabilities.

The example demo maps have been renewed and updated and the new executable demo.

The Infinity Weather 2 update applies to Unreal Engine versions 4.26 – 5.3.

Read the Package Update Process before downloading the update.

Please leave a review of my product if you like it, appreciate the update, and want to see more in the future. 🙂

Sky System

The Infinity Weather 2.0 introduces a completely new sky system which is simultaneously the most innovative feature of this product.

In the new folder, InfinityWeather/Sky, the following classes were added:

  • BP_InfinitySky – is a combination of effects related to sky rendering like volumetric clouds, atmosphere, fog, background clouds, celestials like sun moon, and star, and post-process exposure.
  • BP_InfinitySolarSystem – The sky system integrates with the day and night system based on the calendar and location on Earth. It requires the build-in engine Sun POsition Calculator plugin so make sure it is enabled in your project:

  • BP_InfinityLightning – It involves generating the effect of illuminating clouds at the location of lightning. It randomizes lightning within a specified area, allowing for periodic activation. Additionally system provides BP_InfinityLightningMaskactor which defines a mask that can be used for cutting off the light effect inside the buildings.

  • BP_InfinityVolumetricClouds – Separate volumetric clouds system that can be easily integrated with every project without destroying other lightning settings on the map.Shipped with 20 predefined cloud presets that can be easily mixed. Volumetric cloud control was simplified to a few basic parameters (Coverage, Slope, Density, Erode, Softness, Light) that can model many different types of clouds.

EUW_InfinityCloudsEditor – The volumetric cloud editor enables the blending of sample presets and the creation of new ones


The new Infinity Weather sky system introduces an intriguing feature not previously encountered in similar tools. We are referring to the integration with the Sequencer, which allows for cloud control through a timeline with the ability to scroll through time and adjust cloud transition effects. 

Displacements and Tesselation

With the introduction of Unreal Engine 5, the engine ceased to support tessellation, rendering the displacement mapping effect unsupported.

As a result, users did not have access to this feature in subsequent engine versions. Finally, I decided to make a change and revive this project.

Tessellation based on Nanite is not yet stable enough and is ready to be the foundation for games. Therefore, the latest version of Infinity Weather will rely on Parallax Occlusion. This method is intended to be available during the transitional period. Over time, support for terrain deformation using Nanite will be introduced; however, it is not the goal of this update.

An additional plus is that a renewed displacement system supports sequencer preview which makes work on cutscenes predictable and easy.

 Precipitation system

This update brings many changes in the precipitation system and atmospheric effects implementation. The system was recreated using Niagara particles and shifted computations to the GPU, giving better performance, saving memory, and more control over visuals.

I’ve also upgraded the occlusion map rendering and introduced the HeightMapComponent system from Fluid Flux for rendering scenes into height maps. It’s got handy tools for filtering out invisible stuff. The refreshed occlusion capture now supports displacement and automatic real-time updates, making it work well across large maps.

New occlusion capture preview

Summary

This update includes many changes, but not all issues have been resolved, so I recommend reviewing the following list before making a purchase and update.

  • The previous version of the package supported vehicles; unfortunately, during the transition to a new engine, the old vehicle system based on PhysX was removed from the engine, which requires rewriting part of the functionality for the new one. All systems related to vehicles still function, but there is no example yet. I plan to recreate it in the future.
  • Weather control from the sequencer includes only basic functionalities of the sky. If there is a need for control over a greater number of parameters, please contact us.
  • The Displacement system is based on parallax occlusion with several additional optimizations, which may result in an unsatisfactory effect at low camera angles. Therefore, I recommend checking the demo before making a purchase.
  • Experimental volcano smoke and tornado based on tessellation are not supported anymore.