I’ve been testing with buoyancy on my side for an hour or so now trying to find a good workaround to use for character movement on it. So even if physics isn’t happening with the character, buoyancy still sweeps in effect so if it collides with the player it. So I thought that since the character itself handles it’s position via trace checks and not raw collision data, it should let the player walk on a child collision set up like this and not effect the boat’s buoyancy calculations. So I set up a child col and gave it a shot and it worked!
The child collision:
It doesn’t have to be a box, you can use a non-visible copy of collision of the boat in yours.
However there are some caveats that make this set up less viable. If your gameplay relies on your player interacting with physics objects inside the water, this next step breaks that a bit. You could make a custom collision for physics objects if you’d prefer to remedy that.
Player’s collision settings:
Let me know if you have any questions!