With 4.13, there’s now the ability to use blueprints to draw to render targets. The content examples include a fluid surface, which works nicely. Unfortunately, it’s nothing more than an example. There’s absolutely no indication as to what does what. I understand the parts where it outputs a heightmap and renders it to the render target, and converts it to a normal map as well, together with the collision and hit detection that creates a splat from which the ripples are formed. However, I do not understand how the ripples themselves are simulated. There are two materials which are used to calculate , which is then output to the render target, but I just don’t get it. Also, as the render target is set to Wrap, when the ripples reach one edge of the texture, they appear on the other side. If I set it to clamp, then the ripples are bouncing off the edge, while I want them to simply disappear and not wrap or bounce. is a really cool , but if there’s no documentation, I can’t wrap my head around it.