Hey Jiggly,
In case your still interested, you cant cast straight from a volume to a physics volume as the physics volume extends volume. I wouldn’t use the set enabled to trigger the post process on and off as it is already built in to the component. So what I ended up doing was very similar to you but two things on top of that after researching the Physics Volume a bit more.
- If you hover over the PostProcess Component in the blueprint it says that it “Will use a parent Scene Component to provide volume data if available.” This is true (which is awesome) but you need to make sure you un check the “unbound” setting in the post process itself and apply it to a parent as the tooltip instructs, I used a box collision instead. This makes it work identically to the physics volume in terms of using the camera instead of player on overlap.
- So the physics volume seemed pretty heavily tied to the MovementComponent. In fact the players movement component has a function to get Physics Volume. From there you can edit it just like you would a BSP style Physics Volume. Just make sure you set everything back when ending the overlap and now you have a stand alone water Blueprint.
Hope that helps clear it up for others wanting to take advantage of the awesome Water Planes provided for free to us!