We are trying to switch an old system (a simulator) to the unreal engine.
And I was told that the way they used to do it was by sending the wave spectra, then calculating the surface with an inversed fft.
Im sure that with the Unreal Engine, there are some good ways of having a sea that all parameters are controlled on the server and quickly replicated to all clients.
I will experiment with the time replication and see how far I can push that