How to fill the deeper in static mesh with water


I have a sphere on the lvl, that has landscape, created by merging together 2 cylinder static meshes. One is with ground material, other is with water. Project was transfered from 3DsMax thru Datasmith.
So the question is - how can i replace the static mesh with actual water, cause static mesh with water material creates very sharp edges with other static mesh (ground one).
As i was searching for the answer i found USurfaceMesh plugin, that do just what i need, but it’s very expensive. Any ideas?

Hey @Lexadoro! Welcome to the forums!

Is your player needing to enter the water? If not, I suggest using the single water shading model. Here is a great non-Epic affiliated video that shows off it’s core functionality:

Single Layer Water | 5-Minute Materials [UE4/UE5]

If your character needs to enter the water, I suggest having your water a different mesh and using materials to achieve your flow effect like in this non-Epic affiliated video:

UNREAL ENGINE ANIMATED WATER MATERIAL

I hope one of the above solutions works for you!

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Hi and thank you for your reply)
But unfortunately that didnt work for me, cause i need a player to go deep in water and have that visuals under the surface, and second (most important one) i need it to be the shape of a mesh.
Cylinder, sphere - whatever.
So basically i need to have opportunity to create water from any static mesh, with its surfaces and volumes. In additon (ideal world) that mesh need to blend with other meshes to create waves, but that is not necessity)
I tried to use water plugin, but it works only with landscapes as i experienced

Hey @Lexadoro!

If you need the player to go under the water, there are a few simple solutions for that. It won’t be as easy as converting a static mesh into water, as that is a feat in itself. It also would not automatically set up volumes underneath surfaces, and it would not create waves. If that is the effect you are looking for you would need to code that in using procedurally generated static meshes or use a marketplace product like Fluid Flux.

Instead, it would be just as good, depending on the use case, to use a post processing volume underneath the surface of the water that simulates the visuals without having to create an entire system to generate the water. Here is a Non-Epic affiliated example for setting up an underwater post processing volume:

Underwater Post-Process Effect - Shader Graph Basics - Episode 52

I hope the above points you in the direction you are looking for.