Water volume as Blueprint

JigglyToes
Thu, 26 Mar 2015 21:12:05 +0000
World Creation

I’ve seen Andrew Hurley’s tutorials for creating water volumes, and I understand them. But I’m trying to create a re-usable water volume Blueprint that I can place all throughout my game with consistent looks and behavior. So I set out to make a Blueprint.

I’m a bit stumped, though, about how to do what I need to do. What I did was this: I created a new Blueprint class with a Static Mesh component, PostProcess component, and a Volume component.

First, I was able to toggle the PostProcess using the PostProcess/SetEnabled function when the player overlaps the Volume. I’ll need to figure out how to toggle it based on camera collision instead of player collision, but that’s something I think I can figure out.

Next, I set out to figure out how to add the water behavior to my generic Volume, since there is no way to add a PhysicsVolume component to a Blueprint. I found the SetWaterVolume function, but I’m unable to get it to work on my Volume - casting the Volume to a Physics Volume didn’t work (the cast fails). Anyone have an idea of how to give it the proper water characteristics, since those characteristics are built in to the Physics Volumes?

Thanks!
-Wright

6 posts - 5 participants