I am using UE5.1 and whenever I use more than 2 pontoons the ship either darts at the sea floor or disappears. I tried doing the same thing in UE5EA and it worked as it was supposed to. Is this a water plugin bug? The static mesh is routed in the bp.
Hey there @Milky_Dorito1! I’m unable to replicate this issue on my side! Could you try testing out 4 pontoon buoyancy with the BP_BuoyancyExample inside the engines files? If that fails, there’s something bigger at play here. If it’s successful, it’s likely the buoyancy is barely holding the weight of the object and a large enough shift is sinking it.
I had done this before posting on the forum and the Buoyancy example blueprint was working with 4 pontoons, but when I changed the mesh, it encountered the problem. I replaced it with multiple different meshes and they all had the problem. As for it not supporting the objects weight, the mass is set to 100kg and the pontoons are default 100m radius. Forevermore, half the time the ship disappears when it touched the water or darts to the floor wishing 2 frames.
That’s odd, so if you have one or two pontoons at it’s COM it floats, but any more than that it falls?
Sounds like some oddness with how the pontoons are passing force. Usually they work together and just press on the COM. Are they set far enough apart so there’s no sensor overlap?
My test’s settings:

I took a video of the process on my end starting from the buoyancy example. When I apply the mesh, it works with 4 pontoons, but only 2 work when they are referred to sockets. I included the collision box and the sockets, but I do not believe I’ve done anything wrong with them. This time, when I put 3 pontoons, the ship sank as if there was no buoyancy which is the first time that has happened, usually the ship just flies off the map as it did when I added the fourth.
Sorry for the late response, I had to wait for the video to upload and I was celebrating New Year’s Eve yesterday.
While waiting for the video to upload I managed to get the ship to float the way I wanted it to by simply inputting the coordinates rather than the pontoons. While this is certainly not the most practical way to do it, it seems to have worked.
Ah so it’s the socket connection causing the issues. I wonder if the socket itself is the source or if the pontoon is getting the data wrong. You could try testing the water buoyancy’s Entered Water Delegate and use that to output the socket rotations to see if it’s getting the socket correctly.
Hi!
Just wanted to bump this thread as the issue is still present as described in Version: 5.1.1-23901901+++UE5+Release-5.1
Thanks!
Hey I just wanted to say I was facing the same obstacle. I am using a large ship as my mesh and It would pop or sink. I added a total of six pontoons to overcome the issue. It seems as though unreal doesn’t want to work out transform and rotation data for the pontoons if they are too far apart. Happy developing-Good luck!
I am facing the exact same issues as your video showed. Did you ever find the solution? I am using the latest engine 5.3.1 - I have tested multiple different types of collisions / number of pontoons / different weightings… I even managed to figure out if I add 1 center pontoon with 1 socket pontoon I get negative force on one of them so I can kindof balance it out by the 2 opposing forces… but yea if I had more, it either just straight up falls to the ground or shoots up into the sky or drags itself down by rotating and shooting around erratically. I think it is definitely the collision causing issues, I just can’t find the right setup. Any help would be appreciated!
If I see another “solution” thread where someone says, just add 4 pontoons, it is easy, I am going to lose it
Hey there @Chris115! Welcome back to the community! Does the water buoyancy delegate fire at all when they enter the water? If so, dropping the mass of the object and bumping up the buoyant force is a good test to see if it’s receiving the force at all.
Could I also see how you’ve set the actor up?
In the engine assets folders, can you search for the Buoyancy tester and see if that floats without modification?
Hello, I have tried out the Water Plugin in UE5.3.2 and neither the tutorial boat nor the buoyancy example are working correctly.
Hey there @Nere42! Welcome to the community! It sort of looks like the physics are being polled super quickly. Is framerate exceptionally high in that example?
Only one pontoon show up whereas I have 2 array elements in my pontoon list. Has anyone encountered the same issue ?

My FPS are about 90-100 in this showcase. Even with a limit of 30 the simulation breaks as in the video.
Hey there @G5Euphoria! Welcome to the community! Do the debug pontoons become visible if assigned to a socket?
Hmm, that’s a bit concerning. The jittering suggested that it could be the physics tick causing incorrect calculations, but it seems like that may not be the case. The weight vs buoyancy ratio of the object being too light could cause a similar issue. Could you increase the mass and the buoyancy to keep it floating? Does this reduce or eliminate the jitter?
I have tried out different mass values on the StaticMeshComponent and Buoyancy Coefficients on the BuoyancyComponent (e.g. times 0.5, 2, 5 or 10 on both or just one of them) but the result stays the same.
Odd. Is it only buoyancy physics, or are all physics objects acting inconsistently?
The physics of the boxes in the FirstPersonTemplate map when shooting and running against them seem to work fine as far as I can tell.
It would be interesting to know if this is just a problem in my setup or if others experience the same problem in UE5.3.2.
I’m getting more reports that there are physics tick inconsistencies with buoyancy specifically. For example, I can’t replicate the jitter at all with the stock buoyancy example BP. There shouldn’t be any differences in the environment that can affect the default physics tick unless you set a custom physics tick.