Interactive water is broken in Unreal Engine 5.4 and World Partition

I have a map that uses World Partition and on which I added some rivers (transformed into blueprint) and lakes (default). Specifically, I used the water plugin from Unreal. To make the water interactive I added BP Fluid Sim to the character because I have different z’s and I set BP Dynamic Force SkelMesh.
However, I encounter a bug from the Unreal 5.3 version that persists even now in Unreal 5.4, namely after the partition on which the character appears when the game starts is unloaded and then loaded (I walked with the character on the map) the water is no longer there interactive but only at the lakes, the rivers that are the blueprint are not affected. Specifically, this happens in the packaged project.

Below I made a video of how I made interactive water so you can understand what I meant above.
I tried to convert the lakes in the blueprint as well, but the water material is missing after I do this.

Does anyone have any idea why this is happening and how I can fix this?

Thank you!

hi, did you solved it???

Yes, I made a tutorial here

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Also disable “is spatially loaded” for lakes and rivers

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Thanks, it worked but some issues don’t know if you could help:

  1. Only works from pelvis bottom, it character is lower it does generate ripple effect ?
  2. It seems to only take in account calf-foot and not the other sockets, have from head.spine and arms-spine.

Thanks

you can attach to any part of the body, I think it’s okay to attach to multiple parts at once

Done it, but only works at some height, after that it does not simulate

It depends on what you are using (if you have rivers and lakes) then the tutorial will work perfectly, but if you have an ocean then you don’t need to do the same as in the tutorial, you can put a single fluidsim bp over the entire ocean (the ocean has the same z level everywhere)

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Want to avoid tick for performance, gone with a collision on water to update forces

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