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Old 02-20-16, 05:38 PM   #18
nsomnia
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Join Date: Nov 2012
Location: Canada
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Tried out a much more simple telegraph UI setup which I think polished up into overlapping arrows would look good. Wrote a function to sample the ocean height less 10 cm and if the camera manager (im just learning about camera managers in unreal, will allow water spray to get on the "lens" and camera shake etc.) is below that level then it enables the underwater post processing. Its much more efficient than my old way of looping through all the camera checking if one is active and below 0 height.


This is how accurate it, im less than 10cm from the ocean surface on this frame.
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