So to answer the issue ppl have here is you need to make sure landscape and WaterBodyOcean are close to the center 0,0,0. Don’t forget to enable edit layers then add WaterBodyOcean. Make sure you delete old files like WaterBrushManager, WaterMeshActor, WaterBodyOcean.
Now WaterBodyOcean goes from center and a distances around it. Then you add far distance water to make it extend far but that water is for deco does not have functionality. You can extend the WaterMeshActor but doing so you are losing brush detail. Also you can not move the water by location transform. (You will have to wait for new updates for large level streaming ocean).
I have a workaround for now. This is not the best, but works for me. I’ve tested this with 1m units and ms was the same. Until a better solution is up, this is what I found so far. No compile needed. Do this in order.
-Find your landscape and Enable Edit Layers add WaterBodyOcean. Make sure landscape and WaterBodyOcean are close to the center 0,0,0.
(If you see the water texture then everything is set correctly.)
-(Optional) Select WaterBodyOcean then move the spline points closer to each other to make the hole smaller.
(This is to make the hole in middle of ocean smaller after. Make sure you don’t put the splint points on each other to 0,0,0 it will bug out the water and you will have a piece of water missing.)
-Select WaterBodyOcean and adjust the height of water level. Location Z.
(Don’t think you will be able to adjust it afterwards.)
-Select WaterBodyOcean then increase collision extents to cover your whole level.
(This is so the underwater pp works.)
-In WaterBodyOcean set WaveAttenuationWaterDepth 0
(So the waves actually work or you won’t have any waves.)
-(Optional)In WaterMeshActor set Tessellation Factor 8.
(We are stretching the brush. This will make the waves look a bit better.)
-(Optional)In WaterBodyOcean set Num Waves to 8 for Gerstner Water Waves.
(This someone hides the water from folding on itself at the top of the waves.)
-In WaterBrushManager disable affect heightmap, the splines won’t deform your landscape anymore.
-In WaterMeshActor Increase Tile Size to cover your whole level.
-Move WaterMeshActor, WaterBodyOcean to persistent level.
(If something goes wrong just delete WaterBrushManager, WaterMeshActor, WaterBodyOcean and try again.)
Then tweak the waves and ocean mat instance, for desired results.
That’s it enjoy the new ocean with buoyancy, water fluids and optimized lods on large streaming levels.
Now the problem with this is you are stretching the brush so there is a limit on how detailed the waves will be. The larger you make tile size the bigger the brush meshes the less the quality of the waves. You can offset this by Tessellation Factor, but this is expensive on GPU.