How do you produce physical waves using the starter content water material, is there a volume I should be looking at?
Nothing of the sort.
You have to code the same formula that displaces the vertex buffer into a cpp script in order to be able to check the value of the algorithm based on game time, and x/y location.
I wouldn’t rely on the .26 water either honestly, but that should be what epic is working on and expanding currently.
If you aren’t capable of doing it yourself, there’s a lot of marketplace or even free solutions like the community ocean project.
Thanks man, decided to go with modifying the custom water actor from the standard water plugins