Physical Water Surface

Update 2 - Released on February 7, 2017

This update brings seamless sea state transitions, support for Blueprint Nativization to C++ and support for NavMesh.

Looks beautiful!

How difficult would it be to add some kind of foaming around floating objects?

It’s possible, have a look at this video where the DistanceToNearestSurface node is used to do exactly this: Physical Water Surface - World Creation - Epic Developer Community Forums

hi, how do i get the new updated version into my map, overwrite the original?

I suggest you make some experiments to find out which method works best for your project (so make a backup first!). Simply overwriting the files could work, you should try this first. But every project is different, so I can’t give you a definitive answer.
Another possibility is to add the updated version of Physical Water Surface to an empty project, and then right clicking on the “Physical Water Surface” folder and selecting “Migrate” to copy the files to your project to a folder called “PhysicalWaterSurface_Updated”. Then you delete the old Physical Water Surface assets one by one in your project. In the “Delete Assets” window, there is the option “Replace References”, where you should choose to Replace the file with the updated version. This way is a bit more elaborate, but it makes sure that no references are broken during the update process.

Physical Water Surface is fully compatible with the newly released engine version 4.15. Don’t forget to enable the new option “Nativize Blueprint Assets” available in 4.15 to automatically convert the Buoyancy Blueprints to C++!

Physical Water Surface was just featured as a spotlight project on the Unreal Engine Livestream, check it out here!

Does the Ragdoll support buoyancy?Whether it can be like a canyon crysis, transparent sea water,can adjust the color, and there are caustics

very very well

Ragdoll buoyancy doesn’t work automatically at the moment but I’m planning to look into this, since multiple people have requested it. The color can be adjusted, but there are no underwater effects right now.

Changing sea states absolutely murders performance, my fps drops from 90-100 to 15-20 during the transition.

Hello.
I am sorry for my silly question, but…

  1. Is your project fully open-source?
  2. Can I change it, are all files are editable, not compiled?
  3. Is your plugin use some third-party libs, like NVidia frameworks, or not?

Thank you!

I also see a performance drop when changing sea states, but not that drastic. Could you tell me your PC specs, which CPU and GPU you’re using? Also, are you limited by GPU or CPU performance when doing transitions? Could you also try to package the game with the “Nativize Blueprint Assets” enabled to check if the C++ version of the Blueprints is fast enough for you?

Everything is done in Blueprint and Material Functions. You can see how everything is set up and you can make changes if you want. I don’t call any third-party libraries.

Thank you!

i7 2700K, GTX 970. Weirdly enough it seems to tax the CPU and GPU equally. No significant difference between nativized version and PIE.

Can you send me an email to the support address? I would like to have a look at this in detail.

I just bought this myself and I’m really loving it. Everything is very organized and user friendly. It’s really easy to adjust everything. Even when you need to do a lot of custom stuff like me.
I’ve done a lot of research and testing around realistically behaving water in Unreal 4 for a while now. The bouyancy system provided in this plugin is far more advanced than I could ever make myself though, hence why I bought it.

More features are of course always welcome, one feature I would definitely love to see is a way to have shallow water around islands. And a nice transition between two water settings. But for now it provides pretty much all I could ask for.

If anyone needs info on how I used this is my own project or has questions, feel free to pm me. I will create my own project thread soon with some screenshots and stuff to share what this addon is capable off.

Great work , can’t wait to see how much further you take this. :slight_smile:

Hi there, is there a way to slow down the waves? or decrece the hight below the lowest values for windspeed and fetch leangth? i like the moement. but we are trying to use it for a rather cam lake surface. an dthe waves are too choppy for that. :frowning:

I think I understand what you mean, so basically sea states like thisand thisare not calm enough for you, correct? You probably want to reduce those small, high frequency waves?

what i manages is to reduce the wave count in the watersettings blueprint. that gave me a few calm waves. but as soon as i increase the wave number i get waves that are too fast. basicly i want a slighly higher amplitude with less friquency.
hmmm not sure if i am making sence.