I’ve done some first testing in UE5 with Physical Water Surface. In general, everything seems to work quite well already. The water and buoyancy simulations work without problems. I’ve observed the following issues in UE5:
- The PawnBoat Blueprint has a compilation error in UE5, which can be easily resolved by replacing the deprecated AddTorque node with the new AddTorqueInRadians node.
- Something strange is going on with the WindDirectionTransition demo map, I’ll need to investigate what happens here. The SeaStateTransitions demo map works fine though.
- There is some flickering where the water is masked out inside the boat in the MaskedWater demo map. This could be caused by an issue with the mesh distance fields in UE5.