Physical Ocean Surface - Developing a Realistic Water Shader

From my experiments with objects of different size I found that it is usually necessary to tweak the damping a bit (available as a parameter in the Buoyancy component). Also it is important to have enough test points along the length of the object, otherwise you will have waves that don’t affect the floating object when they are in the gap between two test points. It’s also important to make sure that the floating object has the correct mass in the UE4 physics system, otherweise the object will move too fast and it will not look correct.