I’m also struggling with this in 5.3.2. I got the buoyancy working with custom water body with the help of above instructions. I can use the “WaterBodyCustom” collision as “WaterBodyCollision” opposed to suggested “OverlapAll”. But it is not completely free of issues.
I believe the key is that “Water Mesh Override” has to be an actor with Z-dimension, so not just a plane. I’ve used a scaled “EditorCube”.
After you have added the mesh with enough Z dimension, you can add for example the “BP_BuoyancyExample” to see how it works.
Issues:
- The floating BP has to be completely above surface before the simulation starts. Otherwise it will just drop to the bottom.
- When using the “WaterZone” → “Use Far Mesh Without Ocean” the seam between “WaterBodyCustom” and ocean is visible. The WaterBody will move in waves up and down, but the ocean stays in same position. It is not that visible from far if you set the WaterBody’s top just above the ocean. But if you look from the ocean side it is very visible.