I’ve downloaded a project which contains some assets to reproduce a pirate island, including a galleon.
I’m trying to make the galleon float onto the water.
I’m using the Water plugin that’s already inside UE.
I followed the tutorial at this link:
Below are all the steps that I’ve done so far:
I created 2 actor blueprint, in the first I inserted a simple cylinder, moved that on the DefaultRootComponent, enabled the Simulate Physics and Mass (Kg) Checkboxes, the mass is set to 100.
I also added the Buoyancy component and added 4 pontoons, located as follow:
Pontoon 1:
X => 10
Y => 10
Z => 0
Pontoon 2:
X => 10
Y => -10
Z => 0
Pontoon 3:
X => -10
Y => -10
Z => 0
Pontoon 4:
X => -10
Y => 10
Z => 0
FXEnabled is True for all four them, as well as the radius that is set to 100.
In the second Actor Blueprint I put the hull, rigging and sails of the Galleon model shipped in the project.
I’ve done the same procedures for this Actor (the DefaultRootComponent is the hull, while the rigging and the sails are children of it).
Buoyancy, Physics and collision are the same.
I also checked that the Static Meshes that should float (the cylinder for the first actor and the hull for the second actor) have the same configuration.
They both have the “Collision preset” set to “BlockAll”, the Collision Complexity set to Project Default, Customized Collision is checked.
I inserted a BodyWaterOcean. In the Details panel of the WaterBody I set the Collision preset to WaterBodyCollision.
I put both the actor above the water surface.
Now, when I start the simulation, both the actor start falling, but only the cylinder floats. The ship just sinks as if there is no water, it totally pass through it and hit the ground below the ocean. Does anyone have an idea on what I’m doing wrong? Maybe an hidden configuration that I cannot find?
Below a demonstration of the result:
The only difference that I noticed is that in the galleon actor, the Simulate physics option is enabled but grayed out, while in the cylinder actor is not.