Hey there @Akrys91! This seems like the collision channel is either wrong or didn’t import correctly. I’ve solved this issue on this thread over here:
Please let me know if it helps you!
Hey there @Akrys91! This seems like the collision channel is either wrong or didn’t import correctly. I’ve solved this issue on this thread over here:
Please let me know if it helps you!
Hi, thank you for your response! At first the water body collision was missing but there was a pop up in the engine that would put it in automatically, which it did. It is in the engine.ini file and it is in the collision options. But when it is enabled it is not working still. Am I missing a step somewhere?
After the collision channel has been added, you’ll still have to set the water and it’s other components to that channel.
Hello, I’m not entirely sure what you mean by that. You mean what was mentioned in an earlier post by setting it up in the ini file? Or setting something up in the engine itself?
The details of the water system in engine specifically:
Slide down into it’s collision channel and change it to WaterBodyCollision, and make sure it says worldstatic and query only.
Ah it doesnt
It is grayed out though. How can I apply changes to it?
you can either change preset to ‘custom’ and edit that setting or edit the preset itself in project options> collision
Ahhh so it looks like the pasting the channel back in didn’t set the appropriate responses. You can go into your project settings and search collision channels and edit it there like Laggyluk recommended.
I’ve changed the settings, at least the example buoyancy cube now falls through the water and no longer falls on top of it like a plane, but it also doesn’t float. I can also still walk on it with my character. In my project settings it does day WorldStatic. What else can/should I change in the project settings exactly? I couldn’t find many other options
Ahhh it’s likely that the buoyancy system checks to verify it’s specifically the WaterBodyCollision channel. So if possible you may need to change the settings inside the DefaultEngine.ini inside your Project Folder/Config. Find the entry for the WaterBodyCollision, and replace it with this:
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
Just an update for this one. With the newest 5.2 update, before 5.3, they have added the possiblity to just click the file in the error log showing up, and that will automatically add the script to the file.
If you dont click it, and manually open the DefaultEngine.ini file afterwards, it will look a whole lot different from the previous version and things have been moved around to different folders. And the Water Collision will not work.
However; if you click the file link in the error mesage, it will be added to the file, and you will be able to see the whole worldpartition script manually when opening the file afterwards. (If for some reason you want to do that.)
Point is; click the link to the file in the error log popping up when Unreal opens the first project scene, and the Water Collision will thereafter work.
Hey there @Fogdevil! Welcome to the community! If you did install the Water plugin successfully but the WaterBodyCollision channel for some reason didn’t make it in, you may need to change the settings inside the DefaultEngine.ini inside your Project Folder/Config. You may need to add an entry under the Collision profiles section. You can copy and paste this snippet there:
+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
idk if it’s still the case but it used to be that editor had to be restarted after adding new collision channel in project settings or it wouldn’t be visible in dropdowns, maybe it’s the same when plugin does that.
Never had that issue - 4.18 and upwards.
I believe you do need to close and re-open a blueprint window to get dropdowns to update though.
Oh yes, I believe you guys are correct. Ini edits do need a refresh before being able to find them in the editor. I didn’t even consider mentioning that beforehand since I always do it without thinking.
So i had the problem that the buoyancy was not working in the ocean, but it worked in lakes and rivers.
The solution in my case was to increase the “Collison Extents” in the details panel of WaterBodyOcean ( i increased only X and Y ).
The problem was, that i scaled WaterBodyOcean up big time when i made the level to match the big map i made. I did not increase the collision extents with it and after increasing those it all worked out. Just wanted to share my solution in case anybody else made the same mistake.
This seems to still be the issue and the fix. Thanks UE 5.43