Water flow, (inc' surface) dynamics in UE4

Hi folks,

I was in a simple map in UE4 yesterday testing the performance of my rig with, ‘automated’ performance settings, when a thought crossed my mind after seeing the surface of some flowing water not doing what I though it should - I don’t know if anyone else has thought of this, if they have do please let me know, it’ll be great to read of the thoughts of others - but,. as you all know, water flows in areas where it has the path of least resistance, right? This means the surface including the under-currents should in real life anyway, flow and interact where it HAS to go according to the laws of physics. However, in UT99 and UE4, (as I was in an UE4 map yesterday), the water flowed as if it was just on one, ‘flow’, even though it would have to have been meandering through some non-straight geometry. Is this making sense? Water doesn’t flow in one simple direction and it can’t be ‘inert’, to its surrounds, can it?

In short, is there currently a way in UE4 to make water flow through geometry so it behaves and looks like it’s adhering to the laws of physics? For example, what about the surface, ‘bouncing/rippling’, off hard edges / surfaces as it interacts with its surroundings? This of course includes the under-currents if player’s characters are fully immersed in it.

I’m not asking this for myself, so much as asking about it because it seems, (from my uneducated P.O.V anyway), that it’s a small, potential, creative issue for future map-makers that APPEARS to not have been currently addressed. Have I missed something or am I onto something?