The Fluid Flux patch 3.0.6 is live. Nothing big yet, only small improvements:
-Fixed splashes generated on water when rain hits the surface
-Fixed sampling height of water when SDF is uninitialized (additional safe checks and optimization of sampling).
-Removed references to internal engine content that may not exist in a specific setup.
[Fluid Flux 3.0.4] Boat Enhancements:
Bug Fixes:
- Added flip/jump mechanic (triggered by pressing the spacebar).
- Moved boat implementation to the vehicle actor for better modularity.
- Implemented quantization of boat movement and input for faster replication.
- Custom implementation of smooth boat movement replication when possessed.
Optimization:
- Fixed disappearing particles issue.
- Improved interaction capture detection on start.
- Fixed replication in dedicated server mode.
This was my first attempt at multiplayer implementation after just two weeks of learning, so I’d really appreciate your feedback on any issues or areas for improvement! Next, I plan to rewrite interactions and work on a foam generator.
- Optimized ocean wave and wind direction replication.
- Forward rendering mode improvements in shaders
- Removed all references to demo content.
[Fluid Flux 3.0.1]
[Fluid Flux 3.0.2]
- Fixed exploding physics xD
- Improved ground capture functionality
- Fixed GetTextureSize error
- Added hints on attributes
- Minor improvements in shaders
[Update 3.0.3] released 7.12.2024
- Fixed coastline export crash on UE5.5
- Removed corrupted references
- Fixed file name waning during exporting ground map in simulation
SDF Domain:
- Added substrate patch (see documentation for details)
- Removed editor child actor from BP_FluxOceanWave
- Fixed broken interaction audio in the coastline demo build (surface detection issue)
- Removed build_data assets (size reduced by 15MB)
Boat:
- Fixed overlapping SDF shapes in SDFVolumeDomain
- Improved inverse SDF heightmap projection actor
- Fixed inverted SDF composed of many shapes
Multiplayer (experimental):
- Exposed parameters of boat camera and movement
- Camera lag independent from variable FPS
- Drivable boat implementation moved to vehicle class
- Separated character implementation into BP_FluxDriverComponent
Documentation Update:
- All demo maps and functionalities work in multiplayer (Don't get too excited—check the documentation for details!)
- Fixed synchronization of ocean waves in multiplayer mode
- Added replication for ocean time and wind
- Implemented boat input vehicle movement replication
- Added information on the glass system
- Added multiplayer chapter
- Added substrate integration details
Trello
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.trello.com
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The newest update is a compilation of minor improvements. You can read the list of changes on Trello: https://trello.com/b/NBN93cSo/fluidflux-roadmap:
- fixed bugs related to Unreal Engine 5 (bright surface, disappearing mesh)
- improved quality (fixed distance mesh LOD)
- XSX/PS5 support (it's not officially supported by me but the product was tested on XSX and is already working fine)
The update is backward compatible with the previous version of the pack but as always it's better to make the copy before downloading it so remember to do it!
There are no new features in this update as I've been fully occupied with support work and reviving Infinity Weather on Unreal Engine 5 which will be ready very soon.
Fluid Flux Update 1.1
Fluid Flux Update 1.1 – Imaginary Blend
imaginaryblend.com
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Surface
- New visualization object water cross-section material. Added a new showcase map FluxSectionMap.
- Multiple surfaces on the same level are supported since now
- Added metallic parameter to water material (terminator metal fluid!)
- Added “FoamSoftMax” parameter for reducing blurring of fast-moving foam
- Disabled surface overlap collisions
- Fixed post-process switching when multiple surfaces are used
- Improved underwater surface reflection
- Replaced swimming animation
- Replaced underwater sound
- Fixed caustics advection direction in a baked state
- “Masked” blend mode removes the water surface if there is no fluid
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Interactions
- Improved interactions debug options
- Fixed interaction transformations in socket space
- Added OwnerTag(FluxInteraction) attribute in FluxIntractionComponent
Readback
- Added OwnerTag(FluxReadbackOwner) attribute in FluxDataComponent
- Better organized attributes in BP_FluxDataComponent
Simulation
- Fixed loading baked state when the simulation is moved on the z-axis
- Improved heightmap debug mode ([bad] white-red-blue-green [good])
- Changed attribute Simulation.Editor.IteratePreviewSecdonds to SimulationPreviewDurarion (sorry for that)
- Changed attribute Simulation.Editor.PreviewDelay to inverse SimulationPreviewFrametrate 1/delay now you can use FPS as the speed of update.
- Disabled Simulation overlap collisions
- New parameter “ground update frequency”
- Added foliage visibility flag
- Wave modifier component renamed in BP_FluxModifierWaveActor
- Wave modifier parameters exposed (SurfaceHeight and wave velocity)
- Added material function for capturing as ground materials with pixel depth offset (invisible dithering fix)
- Added phantom meshes – special material for rendering mesh only during processing ground (invisible in the world) good for imitating soft slope of waterfalls
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