How to make buoyancy work?

Hi, I’ve been trying to make buoyancy work, but I haven’t been successful.

I’m using UE5.1

I have my static mesh set to:

  • Movable
  • Mass: 100KG
  • Collision: PhysicsActor
  • Simulate Physics Enabled
  • Pontoons are set up.


For the water, I’m using the Epic Games Water Plugin.
Ocean body is set to:

  • Collision: WaterBodyCollision

When I press play, the boat always sinks. I added some nodes to debug, it seems that the “boat” doesn’t recognize the water, or vice versa.

Generate Overlap Events is also enabled.

I tried using BP example from the water plugin, it’s also sinking. I checked the other threads, and collision profile is set up.

I re-added the Ocean body, and buoyancy have started to make an impact. Although it’s now making the boat a ragdoll:

image

I’ve assigned the pontoons on specific, proportional sockets:

If I scale my boat back to 1.0, the pontoons seem to work, although the boat is still semi-underwater.

If I scale it to my desired size of 10, it sinks as if the pontoons don’t do anything. Mass scaling is turned off, but it looks like there’s another configuration has to be adjusted.

Hey there @Rvx28! Welcome to the community! Scale shouldn’t have an effect, only mass if Mass Scaling is off, so that’s definitely odd! Check if the amount of force being put out is more or less when it comes to the larger scaled variant by taking the pontoons and logging their force. It might give us some insight:

In my case, scale has 0 effect on if an object will float since the mass is locked at a flat 50.
image

What I do is use box collider for simulating physics and as base to attach meshes to, all static meshes mass set to 0 or they will mess it up.

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I unfortunately have the same “Crysis frog space adventure” issue:

Also using simple physics, collision and socket based settings:

I wish I could understand why my ship flies so high to the sky…

You might try increasing the mass, 100kg for 4x100cm pontoons sounds bouncy. Also if your collider mesh isn’t symmetrical it will make it unevenly balanced. I suggest starting with simple shape and then experiment with ‘real’ ship.

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