Using height map to create a 100km open world, having issues with buoyancy… the example cube drops to maybe 40 meters below the water surface and floats there
Most likely the WaterBody query/collision is not yet rebuilt after using the heightmap.
Or heightmap terrain is scaled while water/buoyancy is still reading at unscaled height. This would make the water visually scaled to one height, while the invisible physics of the water is scaled to a another size, thus the object “sinks” to the level of the physics of the WaterBody.
Check so that the WaterBody Location Z is the same as the spline points Z. For example is WaterBody has Location Z=0, but Spline points Z=-4000, this could cause objects to float below the visual surface of the water. It might also be worth checking WaterZone to make sure its bounds are actually covering the water area. 100km is a very large 3d space and small inbalances create big offsets.
Does the cube drop to ~40 meters below surface everywhere in the water? Or does the sinking depth vary between areas in this waterbody?
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cube seems to stay at consistent level, checked spline and water body z, spline was 0 and body Z but did not solve problem
spline and body different values but didnt fix when changed spline z to match
For anyone interested, i just had to move the water body (create new one after delete it all) on top of a 2nd landscape above the heightmap. Then when set to not affect landscapes i could move the heightmap up until it was at the height in water I needed… then buoyancy and spline and all works correctly
1000 Km sq was giving errors but made 8500 meters square and have giant map open sea with heightmap landmass and can add islands as level instance
