Spring-based water system

Hello,

I’m trying to make a water system for my game where springs are used. Essentially how I want it to work is:

The spring goes down based on the player’s velocity. Then it goes back up and affects the springs beside it (as to create a ripple effect). I’ve found a node that’s called “Set Linear Damping” and I think it would help with calming the spring down. The only real problem is affecting the springs beside the one the player falls in without doing it manually. I’ve thought about having a whole bunch of box collisions that slowly stretch and touch the other box collisions for the ripple but I don’t really think that’s applicable.

Any help is appreciated :))

Thank you.

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Still haven’t found a tutorial on YouTube specifically for UE.

For affection the other springs using code you could do something like this, on event: get all actors of class(spring)-> for each, call “distance” and measure between self and that index object-> sort them into an array by distance-, or a map of objects to distance (float)> using that array or map, for each, either lower the flow of objects by index or query whether their distance is below a desired range and lower flow

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THANK YOU
I don’t entirely know how to use springs yet so what I’m going to do is use box collisions that stretch wide over the entire water, (because I have the water in pixels and each one is a copy of the same blueprint) then when the player hits that each water pixel on top will see the distance and move it based on that.

I appreciate it very much,
Thank you.