Water Volume With Built-In Materials That Slows Players

I cannot for the life of me find anything that would instruct me on making a volume to slow down a player that is inside thigh high water. What I’ve been trying to make is water that slows the player down when they are deep enough in the water volume. There is this here on the forums: https://forums.unrealengine.com/t/slow-down-a-character-inside-of-swamp-water/271119 but it does not address how to do so in UEFN, because UEFN works a bit differently than the regular Unreal Editor.

To further clarify what I mean about slowing the player down, I don’t mean using the Movement Modulator Device from Creative as that creates an effect around the player’s legs and it would be extremely tacky. No, what I’m looking for is something you’d find on the Volcano Island template as well as in Save The World mode, or even what we had in the Fortnite OG season back in Chapter 4 last year [at the time of this post.] I want a water volume that visually appears as well as reacts the same way as the shallow water in the Volcano Island template. Copying and pasting the water blueprint from Volcano Island was not the solution as it didn’t have the effect to set movement to walking while deep enough in nor any water reactions such as sounds and splashing, so can somebody please help me figure out exactly what I’m supposed to do? Because if the developers at Epic Games did it, then so should I be able to do it with proper instructions.

Hello? Is anyone going to answer me on how this is made in a way that I could understand, complete with an actual tutorial, or is my project idea [unintentional pun] dead in the water here? Because while I could use Creative mode’s movement modulator devices, that’s really messy and not smooth as STW’s swamp water and Volcano Island Template’s shallow water. At least someone give me an answer please instead of assuming everyone can follow and figured out what I linked to in this post, geez.

You could possibly use a class change, they can adjust a players speed.
Get a Volume Device and maybe point it to external volumes that are the shape of the deeper water.
Switch to waterlogged class on Entering and back to the default class on Exiting Volume.
If you already have classes setup, a few selectors with class conditional changes will resore player to correct class on exit.

1 Like

I had already given up on this thinking no one would ever respond! So, I’ll give this a try when I have time and if what you say is the solution, I’ll mark it as such! Thanks Hardcawcanary!

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.