how do you raise the water height in the UE5 Water Body Ocean

Hello all, I have again played around with the Water Body Ocean, and for a while still could not figure how to close the island hole in the center, but finely have found a method for that, but now have found another problem, and that is, the water will not change in the Z axis.

I mean I wish to raise the water to the correct height compared to the Landscape , but everything I try has no effect is changing this, from adjusting the transforms, adjusting many other settings on Height, and the waves, but nothing at all seems to effect the level, I notice the splines the collider volumes move but the water remains the same, too low from the landscape.

It seems strange how it seems like the water is locked in the z axis.

I even tested some values in the blueprints just to test when I found nodes in relation to water height and were by default set to 0. But found it made no difference no matter what number I tested with.

I tried to attach these objects to a plane and tried to move that group but the water did not change height, just the splines and the Water volume.

How else could I get the water to change height?

Please advise of any other things I could try, thanks
Regards.

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I watched a video made in the early days of UE5, and there when the guy dropped the Water Body Lake onto a landscape, it came in high, he took the control handle for the body and was able to move it down into the landscape, where by the way, it dug it’s own hole into the landscape, and he was able to adjust it up and down, the water level in comparison to the landscape, with a control handle for the lake.

I’m trying to follow along, and it seems an update has occurred and this no longer works that way, or at least not for me.

The lake ends up on the landscape, and you can’t pull it up and down with a control handle. And it does not dig it’s own hole, but requires that it be placed in a depression in the landscape to see the water not splashing on the flat surface.

The spline can be moved up and down with the control handle, but the water stays where it is. And I have yet to find the setting that controls the water level in the Z plane.
Someone in a post online said, go to the associated water material, and uncheck the “lock Z” checkbox. I found that but mine was already unchecked.
So anxiously waiting for an answer to appear. :smiley:

Update: Here is the answer from a year ago: How to reduce the water level on Z-axis? - #3 by jRoogles

Clarification, I am working with a lake, and In the Asset: Water_Material_Lake (material), and also found this setting in the associated Material Instance, under the Cat: Global Static Switch Parameter Values, go to “Use FixedZ” and check it. This seems counter intuitive, but, now, the control handle for the Water Body Lake will move the water level up and down on the Z level. I’ve not tried it with an ocean, but fingers crossed this works for you. :smiley:

I would think, that this is a setting that most people would want on by default. :ghost:

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Late to the show, but just had this issue. Select the WaterBodyLake object in the Outliner, and change Mobility from static to Movable, then just translate on the z axis as you would anything else. Not sure if there are any performance issues with going movable, but you can just make it static again.

Single-layer water shading doesn’t use shadowmap anyways, so it shouldn’t have a big impact on performance

Also, In case if anyone is trying to adjust water height during runtime via blueprint/C++, I figured out a way. See: [Water plugin - Movable water bodies? - #4 by cys10107]