UE4 Water System

Have a look here as well, a lot of good info:

and

The math all comes from the GPU Gems article, and the Tessendorf paper, which use the Gerstner formula to drive the waves, see the following:

GPU Gems Article: http://http.developer.nvidia.com/GPUGems/gpugems_ch01.html

Tessendorf Paper: http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

is a fairly advanced solution, but at point it is the only way to get really realistic ocean/water simulation working. Hope that helps! :slight_smile: