How Unreal Engine handles Buoyancy?

Hi, I’ve been searching through the source code for some kind of information on how exactly does unreal handles buoyancy but couldn’t find what I want. I need to know what equations does it use to calculate the upper force applied on the object to float and what kind of solvers does it use. Any clue where to look?

engine/plugins/experimental/water
it’s rather complicated but good luck

Just bumping the post as I’m yet to fully understand the concept of buoyancy in Unreal Engine. I figured out that Archimedes’ principle is simply followed using the coefficients and factors provided but what radius should be considered for each pontoon and how many pontoons should a mass have to have more realistic buoyancy effect? It would be really appreciated if someone could shed a light on this. Thanks!