This is a quickstart guide to using the river simulation and baking workflow.
https://dev.epicgames.com/community/learning/tutorials/Y5J6/unreal-engine-baked-river-simulations-overview-and-quick-start
This look really neat thanks for making the tutorial. Cheers,
Great Tutorial, i have small issue with shallow river… how i can solve this?
when I press reset, the calculation does not proceed correctly

What does your spline river look like? If you do the debug bottom contour rendering mode, what does it look like?
Also, if you have a short video clip of what the sim looks like and the terrain underneath, that’d be helpful.
water line with 4 points (test) I think the problem is in the world division, on the basic level it works fine, on the open world level I have a problem, I also have it on the empty level… Unreal 5.6, water plug and Niagara are installed. Thanks in advance
Ok yeah I see the issue. It only seems to be with that particular open world template map, but we’ve used it in world partition maps internally. I’ll try to figure out what is wrong.
Opened up the map. The issue is that you need to assign the LandscapeStreamingProxy objects as Bottom Contour Actors in world partition maps. You can also use the tagging system. I can try to make it more automatic, but it can get a bit iffy due to some maps having lots of streaming proxies. I’ll at least make sure that the bottom contour landscape actors list can accept streaming proxies.
Thanks a lot for your help :), it is working !
Hi Devon - I’m currently working through the tutorial (love it!).
For some reason, I’m unable to find the “DefaultBuoyancyPhysicalMaterial”.
I have show Engine & Plugin content enabled, and also enabled every “water” and “buoyancy” plugin. Still not showing in my Phys Materials list. I’m on 5.6. Any suggestions?
Resolved - had to fix re-directors for my folder:
UE_5.6\Engine\Plugins\Experimental\WaterAdvanced\Content\Materials
But, I still don’t see the Water Body Collision Response listed -
Hmm weird- not sure why you had to fix up redirectors in there. Maybe there were some local changes somehow to your Engine content? I don’t see anything that needs a fixup on my side.
Also I just checked the released version of 5.6 and it is true that the Water Body collisions profile doesn’t seem to be added to the default project. It shouldn’t matter, though since I was able to still get buoyancy working with baked sims by just setting the phys material and making sure it simulates.
No worries. I thought it odd also since I really haven’t been in 5.6 since I downloaded it, other than to review the UI changes. This is my first project with it. Eh - it’s fixed so moving on . . .
OK, thanks for checking and the quick response.
Would love to see a follow-up tutorial(s).
As soon as I hooked up the SWR plugin to my WBR I couldn’t believe the transformation. Once I get more familiar with it I can’t wait to drop it into a cinematic. Great job Devon!
Awesome! Keep me posted on your progress!
I did this YTShort to promote the plugin and get people excited about it.
It’s pretty much just with out-of-the-box settings (I did add some smoothing) which I feel looks pretty good. So far the comments/views coming in indicates to me they love it!
I wouldn’t book any time off for a while - you’re going to be very busy!
The Baked River Simulations tutorial offers a quick setup for realistic river animations using precomputed data. It covers importing assets, setting up materials, and configuring flow maps best option.