Water system - Waves rolling over the beach?

Hi,

I’m having a weird issue and I’m not sure if it is an issue.
Let me explain.

I’m using an ocean of the UE water system.
It works fine and always looked like this:

So there are waves a bit further out, but not directly at the beach.

Yesterday I played around with my landscape, changed the material, etc.
And at some point the waves were suddenly traveling further and a bit up the beach, which looked nice.
Now suddenly this stopped working again.
There is this kind of gradual fade out of the waves until they hit the edge of the water body.
I have no idea how to activate/deactivate this?

Any ideas?

Probably has to do with distance to nearest surface values.

There should probably be some setting somewhere that lets you manage a treshold value of some sort for it.

Look in the material settings or the water body settings that the material takes data from.

Other than that, you’d have to make your own system to bring about changes.

I’ve looked everywhere, but can’t find anything like that. Do you remember what it was called exactly?

Not really. I don’t use pre-made epic trash for exactly these kind of issues.

You can try “digging” your shoreline deeper.
In theory, it should allow the waves to come in closer.

I found it, it’s the parameter UseFixedWaterDepth in the water material, which has to be enabled. But, it doesn’t look good, so I’m not using it :smiley:

let’s not forget about enabling beach foam too :stuck_out_tongue:

The wave height at the shoreline is influenced not just by the WaterWavesAsset settings, but also by Terrain Curve settings. Select your WaterBodyOcean actor, and under its Details panel, locate Terrain > Curve Settings. “Channel Depth” controls how deep the ocean is. The larger the value, the bigger the waves will be. “Curve Ramp Width” controls the falloff scaling of the shoreline. The larger the value, the less steep the falloff is (if set too high, this can make the waves almost completely disappear when they come to shore). The “Elevation Curve Asset” directly controls the shape of the shore falloff, and is set to a smooth s-curve by default, but you can create your own custom shape.

You can also adjust the “Wave Attenuation Water Depth” setting under the “Wave” category of the WaterBodyOcean’s Details panel, as this further controls the wave height.

As a side note, if you enable “UsedFixedWaterDepth” inside the Ocean’s Material Instance, then the WaterBodyOcean is SUPPOSED to use the value found inside its Details panel under Water > Advanced > Fixed Water Depth (HOWEVER, something is broken there, as that value does nothing. So it’s best to just use the previous methods described instead.)

Which also doesn’t work for me, does it for you?

yes, works in 5.3 but tbh I’m not using stock material since couple of versions anymore. I’ve duplicated original water material and made some changes since to support hole masking and stuff. I don’t remember changing anything fog related tho except for tweaking some parameters.