Hey @NilsonLima, I just switched from Unity to Unreal, mainly because of performance and engine builtin features and am currently in the process of getting together all the assets that I had already in Unity again that I have on my projects feature list. One of them is ocean water, and knowing now the story behind and alongside the Community Ocean here (just finsihed reading the old thread - last half of it that is) and living through the Playwaywater/Ultimate Water debacle in the Unity world, i must come to one conclusion: Water assets are cursed… CURSED I tells you! Maybe it’s Posseidon that demands it. Nobody every thought of that?
Jokes aside, I put high hopes into your work and I’ll be happily paying what ever you’ll be calling for it.
There are two missing features in your list that I already had in Unity and that I would badly miss: water translucency for light shining through waves and from underwater pointlights for example, and water surface decals for things like rubish, a thin foam (algea etc.) layer, blood and things like that. Maybe you already got that in your internal list or even as a feature, but I still wanted to make sure to mention it.
Looking forward to your first release. Never lose hope and don’t let those cranks rain on your parade. There will always be some, it’s just (a sad) part of human reality.
EDIT: Three features actually, just remembered force on physics actors in wave direction.