SUPPORT: Discord - bugs in #bug-report (tag Ocean and Boats Simulator), questions in #support, in English.
Ocean and Boats Simulator puts a living sea and boats that really float into your Unreal Engine game. The ocean runs from flat calm to hurricane with the wind, and every boat floats, rolls, planes and steers from the shape of its own hull. You get four ready-made boats, a real helm and three example maps, and you can add your own boat from FBX files.
The ocean
A wind-driven sea from flat calm to hurricane (Beaufort 0-12 and beyond), with swells, sea areas, rogue waves and five named wave forms.
The same wave maths on the GPU for the picture and on the CPU for the physics, so what you see is what the boat feels.
Shallow water: waves shoal, steepen and break over bars and beaches, and the sea reads the depth under it.
Wind from the ocean settings, from any actor of yours, or from Ultra Dynamic Weather, and the time of day from Ultra Dynamic Sky, when they are in your project (optional, no hard dependency).
The boats
Per-triangle buoyancy, slamming, drag and planing lift on a simple buoyancy hull: boats float, roll, pitch, plane and steer from their own shape.
Propellers, outboards, pods, tunnel thrusters and trim tabs.
A real helm: levers or telegraph, wheel and autopilot, with fuel that changes how the boat sits in the water.
Wake, spray, hull wash and whitecap foam from every hull.
Four ready-made boats: a centre console, a planing yacht, a yacht support vessel and a power catamaran. Each has configurations and upgrades.
Your own boat is a data asset, built from your FBX files by an import tool.
Options and versions (Standard, Pro, Max) are components you tag in a Blueprint of NA Boat: the configurator and the shipyard pick them up by themselves.
Take Helm / Leave Helm Blueprint nodes: a character can board any boat placed in your level.
A Niagara exhaust hook (tag Exhaust: engine load, rpm and boat speed) for your own smoke effect.
Interface, sound and languages
A multifunction helm display, a boat picker and a wave tank with live measurements.
Themes (Day, Night, High Contrast); every menu entry and HUD page can be switched off or replaced; per-map loading screens.
Water colour, clarity and foam sliders in the demo's pause menu (can be switched off).
Sound from one data table: 49 sound events with a ready-made set included, each one easy to replace with your own.
Seven languages: English, Italian, German, French, Spanish, Polish and Brazilian Portuguese. Every exposed property has a tooltip.
Your maps
Maps come from a data table of places. The NA Map Setup actor charts the sea floor in one click (chart, echo sounder, radar, shoaling waves) and writes the map's row.
Included maps
Demo island: a 4 x 4 km island with a small harbour.
Open ocean: deep water to try every sea state.
Wave tank: a test basin with live measurements.
Technical details
Unreal Engine 5.7 and 5.8, Windows (Win64), DirectX 12.
C++ runtime and editor modules with a full Blueprint API; no Blueprints needed, everything is C++ and data assets (data tables, data assets, material instances).
65 classes, 60 structs and 28 enums, with 98 automation tests.
Keyboard and mouse, gamepad (Enhanced Input). Plugin dependency: Enhanced Input only.
Built for dynamic lighting and Lumen: no lighting build needed. Works with any sky, and the navigation and deck lights come on at night.
A 168 MB download (about 190 MB unpacked), 280 assets. Boats of 62,000 to 111,000 triangles with every part and option; textures up to 2048 x 2048.
Full physics for the player's boat, tuned for a single-player game.
Documentation: a five-minute Quick Start, fifteen step-by-step How-to guides, Customizing, Recipes and the Blueprint API, in the plugin and online: https://www.zerstorengames.com/ocean-and-boats-simulator-docs.html
Coming next
Naval traffic.
Damage and sinking.
More boats, hulls and options.
A helmsman character.
Water at any height: lakes and reservoirs above sea level.
Engine smoke effects.