How to create a large ocean map and give movement to the boat

Well I’m going straight to the point … I wanted to create an ocean with monsters and everything … I do not know how to program it or it would be everything blueprint … but it had to be something that lasts … like a big level … .eu wanted to know how to give movement to the boat … with him swaying … would have some notion of how to do this from ja thank you

I can’t quiet understand what you want exactly. It’s very generalized.

Example:
Content Examples Documentation. Also get the project from Unreal market and play with it. (mainly with the Level streaming. Load the Level streaming maps, check them and play with them.)
“Content Examples” has a lot of things that you need for this project. Animations, Physics, Navmesh, Level Streaming, Decals and Sound. (It even has an animated fish in one of the maps)
Yeah all possible with blueprints.

Basics:
Physical Water Surface Documentation.
Level Streaming
Open World Tools

End Game Polish Tools:
Terrain Blending Tool


Now about large ocean I am not sure exactly how that would work.
First Way:

  • Make a big terrain and then the ocean mesh on top. There is a limit to how big you can make the terrain.(Check the documentations)
  • A transition would happen at the Level Streaming.
  • A bounding box that follows the character and calculates the swim physics and/or to filter the camera. (To make it look murky under the water and there are tons of you-tube videos on how to do that.)

Second way:
The water follows the player and offsets with lag. Illusion! So the player doesn’t notice. (The terrain will still be there to add gameplay, areas to search. The ocean would just be static.)


How to Start with a Prototype.

  1. Make 1 Level Stream (With Max size Terrain and Max Size Water)
  2. Make character
  3. Make 1 monster
  4. Test more Level Streams
  5. Build and update on that
  6. Navmesh
  7. Animations
  8. so on…

If you are going to make multi-player test that out first and every time you add something test it in network environment (Very important, Networking is a hard topic to just implement into a whole project. You need to work from scratch.)
Also the skybox is always at the center of the player, so its unlimited. (Well hypothetically speaking, there is a limit, but you can reset it and that make illusion of big worlds.)