Fluid Simulation not working without displacing WaterBodyOcean down. (4-27)

When “Default water depth” in the “Shallow water” of the “BP_FluidSim_01” is set to something like 50 or more, the simulation displaces the water down by the given amount, But when it is set to 0 it does not displace and the simulation doesn’t work.
This is not noticeable at first but when the camera goes under sea level the post-processing is in the wrong position and makes it appear that objects with Buoyancy are floating.
This only affects Dynamic object simulations with “force type” set to Component Location, Skeletal mesh sockets work fine.
My question is if I can simulate my boat displacing the water without lowering the water level below the simulation.

Simulation solver is Shallow water, foam does not work with ripple solver.

Images for reference:

Default water depth set to 50. Water can be seen getting displaced

Default water depth set to 0. Water completely level with skeletal mesh socket simulation working but component location not.

image

If there are any alternatives for simple ripples in water then PLEASE let me know, feels kind of overkill to have a simulation running just for some ripples and foam.

Thanks in regard.

Hi there,

Did you ever get this figured out? My water level also sinks when I use the “Shallow Water” setting on the Fluid Sim Blueprint. The “Ripple Solver” doesn’t give me the problem however.

Maybe you found a better solution anyways.

Thanks!

Yeah i figured that you could just plomp some mannequins on your simulation object and then set the simulation force type to skeletal meshes, foam worked without the water sinking, hope it helps.

Having the same issue here. Water level sinks with Solver set to Shallow Water. The issue happens even to small pools made using WaterBodyCustom. Only real solution other than setting Default Water Depth to something miniscule is to set the Solver to Ripple Solver, however foam doesn’t seem to work with Ripple Solver. Shallow Water is all kinds of broken at the moment. Rotating the camera shifts the position of the ripples. If you set the Virtual FPS to 60 or less the ripples are just pure chaos. Etc. I don’t expect this will ever be fixed.