How Should Water Work.

I’m building my first Fortnite Island and I don’t have any experience with Unreal Engine so I don’t know what to expect from the Water.
But I am confused by it’s behavior. I can run into the water and sometimes my character will swim, sometimes they will run along the underwater ground.
Also I’m trying to add boats, but the boats don’t float. They just sink to the bottom as it they have no buoyancy.
I’ve seen some questions here in the forums about adding a buoyancy component to an actor in Unreal Engine. So do I need to enable buoyancy on the boats that get spawned from the spawner?
I’ve also seen answers that say that the water plugin needs to be enabled through the plugins window, but I can’t find a plugins window in UEFN.

Should boats float automatically in UEFN?
And if not, what do I need to do to get them floating?

Generally it should automatically do that, but it may depend on how you’ve set things up. Would you be able to share some screenshots of what it looks like in the editor so that we can see if we can figure out where the issue might be?

Here is my basic setup that works for me - When you start off with the basics does it work for you then?

I made a landscape → Added a lake Blueprint Actor from content browser → Moved it up some → The lake it made for me automatically works for players and boats alike.

Water is pretty dependent on landscapes being present.
To my knowledge normally the moment you are under the water mesh/surface it should automatically view it as water.
There is a volume called Fort Water Body Exclusion Volume that could be used to make water not behave like water for the player if needed somewhere (say underwater base)

The buoyancy component as well as water plugin information is Unreal Engine only, these things are already enabled or integrated in UEFN.

Hello, thank you for the reply.
I actually got it fixed. I was looking through the settings and I saw that one of the settings, Collision Extents, had a return to default button beside it.
I clicked the button and that fixed it.