UE4.26 Water Ripple Doesn't work

Hi, I made a sandbox game ,the water system of UE4.26 maybe the best choice。but i found the ripple in the scene of [FluidSim_Terrain] doesnot work,and at the same time, there may be some outliers in water surface simulation。

in the level FluidSim_Terrain,

  1. I can use BP_FluidSim01.Solver [Shallow Water] to roduce normal ripples, but ripple solver doesnot work。
  2. the wave foam cannot working even if I check the Simulate Wave Foam option。
  3. the ripple of [Shallow Water] Looks strange.

My BP_FluidSim01 also doesn’t do anything.

Probably need to wait for the next release (or two) for improvements seeing as the water system is still a work in progress.

The foam ‘kinda’ works if you use specific water material settings:
https://forums.unrealengine.com/development-discussion/rendering/1840270-unreal-4-26-ocean-foam?p=1851940#post1851940

However, I can’t quite get it to look as good as shown in the UE live stream:

Keep playing with the water foam params.
It’s possible that there’s a specific combination of values required to get a good effect.

I might have figured this out. It seems to be a reference issue with FoamRT. It’s a render target file that was in the project files for the beach scene. I don’t know if this will solve your issue but it fixed Ripple Solver for me.

Well spotted sanford87!

I had no idea that particular RT was missing from that material.

As recommended, I added {FoamRT} to M_Fluid_Sim_01.

After opening the original (previously broken) Fluidsim_Terrain map the ripples immediately started working.

Many thanks for figuring it out!

Thanks for following up on this folks. I appreciate it :)

In ue5, I already added {FoamRT} to **M_Fluid_Sim_01.
But the ripple still doesn’t display.

In UE5.7.1 water riples is in editor wery nice but in packaged windows game or wery rust or no water riples in another level.

Edit. I made ribles.. Seems need add niagara waterbody ribles to level, but not sure, I made also voxel size change in project setings and disable and enable generate distance mesh fields or something in proj set rendering… and rebuild levels. so not shore what exatcly fixed this problem