if you want character-interactive ripples look into the fluid surface actor. it provides both geometry and normalmap ripples.
otherwise I assume you’re aiming for something passive, in which case you’ll need to displace via WPO with some math. look up how gerstner waves are done in UE4 for the very advanced version - technically you can do the same with WPO instead of Tessellation+Displacement if your mesh is dense enough. or for something more basic I remember some old tutorials where the WorldPosition XY was scaled and panned and hooked into sine waves to output as Z WPO