Dynamic water flow between rooms

I am currently developing a game that takes place underwater in a submarine. The submarine is made up of different rooms which can flood when the submarine is damaged/breached. I have a blueprint set up to control water levels rising and falling as the water moves through different rooms and is blocked by doors and such.

Currently, I just render the water like a blue cube in the room with a water texture, which gets taller depending on the amount of water in the room. This works fine for now, but the massive gap between water levels makes it super unrealistic, something I would love to fix. I would preferably like to have the water level lerped between rooms, making a realistic smooth transition.

I have been currently trying to do this via procedural meshes, but have run into many issues and found it very difficult. I would love some input on what would be the optimal way to do this.

I added a photo to show what I’m trying to achieve.

I, too, have been trying to figure out a similar thing. Haven’t found any threads to tug on yet.

As it goes, having posted this the next place I looked had a thread to tug on.

This talks about how still wakes the deep did some of their water effects.