Bouyancy requires "dropping" boat into the water?

We have a set of boats that need to float (using buoyancy) on our Niagara-based ocean. I’m told by my developers that we have to position the boats several meters above the water in the editor so that when the game starts, they fall into the water and start floating properly. This creates an ugly user experience. Is it not possible to set up a boat so that it’s already in the water in the right position at the start?

You’d have to use your own custom solutions.
The simulation thing and why objects have to drop has to do with Chaos Physics at the core level.

Also since the water collision is likely based on a sheet collision rather than a volume, toggoling on the boyancy from a sunk object may end up not working at all (but its something you should try).

At a base level,
All that “bouyancy” does is adjust the height of a point based on a calculation of forces.

On simpler things, you limit that to avoid any force calculation and simply output the Z of whatver wave function you utilize (X/Y @ gametime).

What you could try is to disable simulation on the object, and on begin play place a delay based on delta time of lets say 30 frames, and then enable the simulation.
Should that work, you can probably change the delay to something smarter - a test on if the water bouyancy actor is ready or similar.

Knowing what a mess the stuff Epic passes for water is, I doubt these solutions will work.
However, short of ditching their system for your own C++ based algorhytm there aren’t many solutions.
And hiring someone competent enough to create even a simple system will end up costing more than plugins you can get off the marketplace, so maybe have a look at those first…

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