In this excellent presentation by Sjoerd de Jong we can see, that WaterBrushManager and WaterMeshActor automatically get added to the Scene when the first Water Body actor is placed.
Follow on Water Bodies just reuse these resources.
My Question: I tried to add a second Landscape (to be used as ground for a cave, using holes in the first landscape). This second landscape should have a separate WaterBodyLake just inside that cave. From the video, it makes sense to me, that there’s one and only one Brush Manager, but I did get onto my “Weird Path” because I found, that it is possible to manually add WaterBrushManagers and WaterMeshActors to the scene.
I thought, there must be a reason for this, but adding that second BrushManager and naming it according to the convention landscapename_brushmanager… it simply does not work and my lake is connected to the original landscape.
Anyone tried similar things? Or is this something for future? At least, the option to add those WaterBrushManagers and MeshActors otherwise does not make sense…
In the last livestream from 07.01.2021, Sjoerd de Jong shows how to add water without having a landscape at all. And in this case, having a WaterBrushManager available to drop into the scene makes sense.
This can be the main reason why the new water system doesn’t work in existing scenes with world composition + landscape proxy actors. At the moment if you add the first water body, engine finds the first valid landscape ignoring landscape proxy actor. If you add a new landscape to your scene in addition to your tiles, on that landscape you will have water, but not on tiles, because it seems waterbrushmanager handles only that first landscape.
And yes, adding multiple waterbrushmanagers doesn’t help as you cant set the related landscape manually atm.
I followed the live video of Sjoerd de Jong on 07.01.2021 and edited the water body without landscape, and found that the spline does not work anymore. The water body is in the shape of a square, not a curve.
I have two landscapes in my world and everything has worked peachy until now. Would be great to see the option to select multiple landscapes on the water brush manager that function correctly with the ocean, lakes and rivers.
Currently the best I can do is use the ocean as a flat placeholder with no rivers/lakes (a slight improvement on what I had before), or put the rivers and lakes on only one continent and use different systems on the other.
I have the same problem. To solve that, I dumped the original Water Brush Manager, then create a new Edit Layer on my second landscape, finally right click the new layer to brushes and click add button. You will find water can edit landscape properly!!!
I’m new to ue and was having the same issue when I imported a landscape using height map from world creator. The water wasn’t in the ground. The splines weren’t working. The terrain was getting flattened even after playing with the settings. I found the fix in a YouTube vid where you have to edit 2 brush materials and bypass a connection. Everything works amazing now and the water dynamically adjusts itself if I sculpt the landscape and splines are working fine. Here is the vid and you can start watching from 19.25