Hi,
if I insert two “Water Body Custom” with a cube as mesh and then move a swimming object from one body to the other then the object stops swimming. Is this a bug or do I need to set something specific?
same problem with other water body types, buoyancy stops working after leaving the ‘starting’ body
Yep ran into this too with any transition between bodies. Even a transition between lake and river will cause any object with buoyancy to sink when it hits the seam. Must be something in the buoyancy code but I hope they fix it in the next hotfix.
It’s caused by buoyancy component tick being disabled when actor leaves water body, I guess it’s supposed to be enabled again when actor enters another body but it doesn’t as it’s still overlapping both when tick is disabled.
Now, after fixing it by manually forcing tick I have new problems with ocean waves overlapping with flat lake surface…
How did you do that?
Edit.
Okay, found it. Please do not replicate it in a real product. Just a test to see if it fixes the problem. And yes, it works with it.
Hi, question :
How did you even made a volumetric water body custom without even a landmass to connect to ? Isn’t that not possible in the current WaterBody system ?
Ok I found out. Hear me out, if you want to create a WaterBodyMesh :
- Create a WaterBodyCustom (if you want to do a Blueprint, just inherit from WaterBodyCustom)
- In the parameters, make sure you have a water material selected like Water_Material_CustomMesh
- You can delete most spline points because it won’t matter, except for the water buoyancy level (just keep one)
- in Rendering, open the advanced parameters at the end of the list and select a mesh, for instance Cube
- Set the water level accordingly (for Cube, you can change the only spline point to z position 50 for it to coincide with the cube top face)
- Make sure to check Auto-activate, so that buoyancy works
I’m trying this under UE 5.1 and it doesn’t appear to work. Added a WaterBodyCustom, kept the default Water_Material_CustomMesh material, set Water Mesh Override to Cube, set the spline Z to 50 which was the top of the cube and ticked Auto-Activate. Added a BP_FluidSim_01 and a BP_Bouyancy_Example and simulated. The cube just dropped to the bottom like a stone.
I can get this to work with Water Body Lake or Water Body Ocean, but not Water Body Custom. Is there even any documentation out there on this plugin that I can follow to ensure I’m setting this up correctly?
I did not redo the whole process, but it still works here :
You might need to check your collisions (WaterBodyCollision on WaterBody, PhysicsActor for instance for Buoyancy, overlap events ticked) and your buoyancy parameters, like pontoons and other stuff.
How are you getting cubed shaped water? Water Body Custom is just a plane.\
Please try the process I mentioned in this comment:
- Create a WaterBodyCustom (if you want to do a Blueprint, just inherit from WaterBodyCustom)
- In the parameters, make sure you have a water material selected like Water_Material_CustomMesh
- You can delete most spline points because it won’t matter, except for the water buoyancy level (just keep one)
- in Rendering, open the advanced parameters at the end of the list and select a mesh, for instance Cube
- Set the water level accordingly (for Cube, you can change the only spline point to z position 50 for it to coincide with the cube top face)
Make sure to check Auto-activate, so that buoyancy works