Can you use 4.26's water and underwater effects without landscape?

Can you add water that has underwater effects without using a landscape? I’ve tried using the “water body custom”… but when you under the water, there are no underwater effects.

Same here mate, did you manage to solve the problem?

I have a landscape and the underwater post process doesn’t show either.

make sure you are not looking at an unlit version in the editor - at least that was why my post process didn’t show up

What do you mean by “an unlit version”?

in the top left corner of the viewport you can set the editor preview to unlit, but for the PP to show up it should be set to lit (or press alt+4)

Bump, I’m also looking to achieve this

same here

Okay so I saw a work around for this …

-add water brush manager manually
-add water body ocean

With this you can use it without a landcsape.

If you want a ocean bottom you could bypass were the ocean alters the terrain… and still keep the depth info etc…

There’s a video about it but I can’t find it.

Just no.
Why waste tons of computational power, time. And resources on doing any of this?

The water above is probably the most complex piece for you to make, and theres a billion tutorials on Gerstner or other types of waves.

The underwarer postprocess is literally an unbound poat process with a simole material that returns an altered scene when the Z (world position) is below the water sheet level (material parameter collection to make it a variable).

All in all, with absolutely 0 experience with the engine, you can re-create everything in a much better way than hacking togeter bits that will potentially fail in less than a day.

And/or just look into the community ocean project.

Hello everyone. I was dealing with this same issue and while looking through a lot of resources, I found a deep dive video on the Unreal channel talking about the water system. They talk about this specific limitation and a workaround to it here.

But unfortunately, it didnt work for me. I am currently using an ocean with spline points set to near origin (exact origin crashes the engine) and the landscape object pulled way down in the world.

Please let me know if anyone found a more straight-forward solution.