Physical Ocean Surface - Developing a Realistic Water Shader

  • Just to be clear, it’s not a plugin but a collection of regular assets
  • Currently, there is no translucency. SSR are enabled, you can see them in this video: http://gfycat.com/SnivelingDeliciousAnteater
  • A blueprint is included that shows how you can query the water height at a location (X,Y). You can easily create a blueprint that fires an event when the Z coordinate of your object becomes lower than the water height.
  • It is a simple static mesh plane with a material applied. You have the option to make the plane follow the camera (infinite ocean system), or it can remain stationary. Having holes in the water is currently not a feature that is included. There are multiple ways how this can be achieved. You could make your own static mesh for the water plane with the holes you need. There will be documentation how to replace the static mesh. Or you could use these techniques to make a part of the water plane transparent: Diablo Style Wall Hiding in Blueprints - Programming & Scripting - Epic Developer Community Forums or A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
  • Yes, the buoyancy component is included, of course