Bit late to the party but I figured I would post this for any others having issues. Ran into a problem with 5.1 with my tutorial where after adding all the pontoons and doing everything correctly, my boat just straight sank. I tore my hair out for almost an hour before realizing it was a simple issue. I placed the blueprint too deep into the water for my pontoon points. It might be obvious for most but just in case anyone else is having a similar issue, there's a fix! Fantastic tutorial, by the way. Very helpful.
@@KDmadness18 Been a long while since I worked on this but I think I have your solution if its the problem I think I'm remembering. You need the actor to start out above the water, yes, but not too high. It might take some trial and error but you need to have the actor start as far above the water as possible without them being actually up in the air. They will drop into the water from above, but the key is to get them close enough that the player can't perceive them dropping. To the player's eye, they are in the water and don't see the actor falling. I hope I'm making sense.
@@victorgross3722 okay thanks that makes sense, I was hoping maybe I could fix it by changing the z location for the buoyancy, its radius, or the mesh’s mass, in hope of letting it spawn in the water. The reason for this is my entire project revolves around the player only standing on floating objects, even from the start
This looks good for Cartoon type games if for more realistic look and the user is ok to now how to change the the shader values and replace the water texture then set to 0.1 transparency and add a foam transparency of 0.3 in the Alpha and setup a spline of foam around the shore lines.
There are triple A games out there that are in more of a cartoon style and are not aiming for photorealism. That doesn't mean they are not expert. Games are made in different styles. I'm sorry but it is ill-mannered and ignorant to disqualify this channels work and efforts. If you are so much more expert then make your own UA-cam channel.
@@VirtusEdu I love you, lol thank you so much these videos are incredibly helpful, seriously. it means a lot to myself and my family. More than I can share atm.
I would love to see one of these water tuts with something other than an island scene. A lake. A waterfall. A coastal city. Every tut I have watched is about islands.
I have no idea. That's the reason I ask. I have yet to find a tut that covers this. Last time I tried messing with it, it had recently came out and was still pretty wonky and I really haven't had time to mess with it since unfortunately.
This water system does work with lakes and coastal cities, you just have to remember that this system is dependant on landscapes. But so long as you have a landscape this will work. For a lake, use water body lake and you're good to go! This won't work for waterfalls though, for that you will need to build a niagara VFX asset.
A good tip, whenever you into folders and settings, have an extra window om screen with a zoom in. Its not fun to push my face to the screen just to make sure i am doing it correctly! My screen is a bit far away too 😂 Love the video!
It's great to find a tutorial by someone who can move step by step on his subject without speeding up videos and leaving things out. Awesome; a million thanks!
For some reason the lighting for your water is a lot better than mine even though I have material quality set to "epic." basically the lighting on the water for you seems brighter, whereas mine looks too flat/solid. Anything I can do to fix this?
Hey there! Helpful tutorial so far. But, I have a question, what if I've already blocked out a landscape, and then add the water in, is there a way I can make it not adjust the landscape itself?
The Water system is annoying when you have an imported open world landmass. 1) The water zone, it makes a big unnatural square and is next to impossible to make a massive open world game, why can't there be a water zone in the whole map 2) When I put a lake in my world the mountains flatten for some reason that makes no sense at all, lol 3) The rivers don't have natural water when you create it through mountains or unlevel terrain 4) The water doesn't match if I combine a river to a lake, it won't smoothly transition from the lake / ocean to a river 5) If I drag Ocean into my terrain, the whole level flattens, I just want an Ocean on one part of my map Is there a better system for Unreal Engine 5? Or a way to fix these issues?
man... been watching quite a few videos about this topic... and this is so effin straight forward and everything I currently need.. This helps alot, you can´t imagine :) next step, add player controller to floaty thing ... you don´t have videos on that topic, do you? :)
Very cool tutorial ! Do you know how can i make a level sequencer with my mesh floating but with animation key on it ? It follows my directions but without the floating effects, do you have any idea why ?
Which version of UE did you do the buoyancy with? Apparently there's a well known bug with this in UE5 that hasn't been fixed. I've used all of the 5.X version's using custom water body and the buoyancy box that's located in the plugins folder and all have the same issue of falling through the water plane. Also tried using the ocean body with no luck.
Hello, I have a problem with the Water Plugin: UE5 is not not able to "Package Project" as soon the Water Plugin is activated. When I disable it then it works. But I need water🙂 How can I solve it?
Followed exactly and each time i put the ocean in it creates a random landmass shape And the water line is bugged so doesnt line up with it. Very frustrating as this seems like a great tut and just what i needed. Any ideas how to fix this or whats causing it? Cheers.
This video is very useful. I also learned the buoyancy settings, but why can't the water in version 5.4 be rendered? The game runs without any problem. Can you please help me solve this problem? This problem has been bothering me for a long time! There is no official response yet!
Sir i have problem with rendering, the water body actor is not visible in render view port while rendering but it is visible in sequencer how to solve this issue, i use ue 5.4
Thanks, great tutorial! I don't know if it's just me, but the transition with the blue layer scares me every time as it reminds me of BSOD. But it did help staying focused.
Awesome video!! Keep up the good work! I have a question tho, I tried adding the ocean to an existing landscape, but it deleted everything and only a small island is there. I moved the splines and found the existing landscape, although there's multiple island in my landscape, so Im wondering if i can just add as many water body oceans as i need to make all my island visible? or if there's an easier way
Im totally new to unreal or any engine, but when i made the cube, problem is it wont go under the water its like hovering over top of the water? ithink i did it correcly not sure, im using u5 5.4.3 any suggestion would be nice thx =)
Looks really great. However, the water physics still have a long way to go. Splash physics, general movement, viscosity, varying the flow speed of waves in a scene, and dry objects becoming wet after being exposed to water. All of these and more are areas for improvement. For example, the way water drains from the sand once the wave crashes on the beach and washes up and wraps around a surface/rock. Or how water accelerates when it collides with an opposing object or shape.
Why is it when I got to edit the colors of the material, it just changes it to a solid dark color. It doesn't adjust colors like yours does in the video. It has the initial gradient for the absorption like in yours shows. But when I change the color it removed the gradient entirely. :(
Hi, I tried this but I faced an issue. When I'm trying to float the object it's not even sinking, I enabled simulate physics. But it's still the same. Is there any change I have to make in water details also, plz reply
docfugazi1977 3 weeks ago "I had to change the collision of the WaterBodyOcean to "OverlapAll" because my Player walked on the water and the floating object didn't work before" This worked for me!
@@StefanBrodd it's 5.1 bug. You can create project in Ue5 and than open in 5.1. Or you need to add buoyancy settings in project ini files. I don't remember where I found this solution. I decide to use plug-ins because of need trails and foam
Water is not showing up for me underneath "All classes". **EDIT**, I definitely wasnt following directions. It never exactly prompted me to restart Unreal Engine after enabling the plugins. However, I did it manually and it fixed everything.
Help me character is walking on the water like jesus, and the object is stuck a bit over the surface. How can I make him go for a walk in the water ? I mean what Y parameter is responsable for that ?
best practices for creating depth of the water? im looking to create a level that is underwater of open ocean - so can't see the ocean floor or near land
Hello, beginner here. As soon as I generate the water, the landmass has a mountain that cannot be interacted with, it is not flat. Hope someone can let me know what setting to look at. Thanks
really helpful video but can you make a video on how to get the water system working on a landscape that uses a custom height map and has multiple land masses?
If I can't get tNice tutorials soft, the other option is to purchase a keyboard with the softs already installed [Roland VR-09]. If I have to go tNice tutorials
@Virtus Learning Hub everything was fine for couple of weeks then something changed dont know what it is when i place a mesh cube to drop down to the water it dosnt sink it hasnt had bouyancy added yet if i travel far enough from the start area it will sink but wont bouncy when its added help please ps the camera wont go under the water level either
Рік тому+2
sadly in 5.1.1 this tutorial no longer works, my cube just slams into the ocean as it was a flat ground, no simulation whatsoever.
hi im stuck. im trying to make a under water sea base/complex but idk where to start with it? if i place the base model underwater it will still have water inside. how would i make it so water would only be around the base?
Very nice, just what i was searching these days. Just one question though, if you enter the vessel, would be there water that splits the ship and how do we can build something floating under the water but completly waterproof?
Have you tried using a WaterBodyExclusionVolume? I am in the same boat (no pun intended) of wanting a boat without water clipping through, and this feature caught my eye. I have yet to mess with it, but it may useful for exactly this.
Can the water body splines be used with a height map to get a pre made island to a desired shape ? Also how do you add depth to the ocean it’s really shallow ?
@@VirtusEdu thanks, I will give it a try. I got a lot of weirdness when I tried to stretch the splines to make a large island scene. It was like the water vanished. I wasn’t sure whether to make the landscape with height map first then add the ocean and try and adjust the splines to go around it. I was trying to copy a real world location with real data including sizing. I will have a look through your vids and see if you have anything for ue5 and heightmaps and landscapes.
@@Eagle6Airsoft I have the problem when creating a landscape, using a heightmap on it and then add the water body, it will build water all around that lanscape, but not "flood" it, which I was hoping it would do, so that only the higher regions of the landscape would appear above water line... when I added a blank landscape and sculpted it manually, it worked... dunno what´s wrong, I´m sure I had used a heightmap just fine before...
Does the buoyancy not work on a Lake? Is that bug? I have followed all of the simple steps and still doesnt work... seems something is wrong with the lake system.
I'm trying to make completely on water videogame (a thing with a pirate ship) but using this plugin make a big square in the center of the level (i think is landscape place) there is any way to remove that square? i need infinite water only, I'm not using a landscape
It's a great system, but very hard to customize to your style. Also very buggy. Cuz of this, I dislike the UE default water system. Great tutorial nonetheless.
Hey Emir, if you dive deep into the wave asset and the material that's actually a lot that you can do with this. I barely scratched the surface as 20 minutes is not long at all!
No matter how many times i try this, the cube just sits ontop of the water as if its a plane. Doesnt interact whatsoever... any ideas on what im doing wrong?
so fun fact, i got a load error, "Collision profile settings do not include entry for the water body collision profile, which is required....to function" looks like enabling water extras(in plugins) fixed it. your welcome? to whoever might get this issue🤷♂
How would one create single solid static mesh with only a plane (just a plane, no need for any spline/landscape) (as i'm using cesium, i don't need anything else than a plane, i've tried changing the material but it's not working as it was before, i don't know where to search as forums are bad, discord are lost in limbs, and no stackoverflow for unreal engine...
after adjusting with the white dots i made walls and a roof out of water, not sure how that happened but i think im cool with it, I Am Become Dev Destroyer of Physics
Nice tutorial. Can you help me to trouble shoot some things, just point me in the right direction. . I have a asset witch would float in a basic level but in my level with a advanced lake & river setup. it would not float . they look the same using the same core concepts cant figer out where the water is off.
Thanks for the video! One question: I have a constructed landscape I have imported in from Gaea. When I attempt to add a lake, it pretty much floods my entire landscape. I have tried raising the landscape, etc but that only seems to make things awkward. Is there a way to set the water plane under the landscape manually so I can control the depth/height of my sculpting to get rivers and lakes without flooding? Ta
If I remember right you can mess with the blend setting to change that. Default should be set to alpha blend, I think (don't quote me on this I'm still quite new) you can use max instead and it wont do that.
In The setup tNice tutorials was a really helpful video but I'm using soft soft 12, is there a reason why I can't hear my own soft play? I click to play
cant change my water color. the absorbtion and what not are disabled and enabling them just completely breaks the water. also for some reason my lakes have WAYYY too big waves....
Bit late to the party but I figured I would post this for any others having issues. Ran into a problem with 5.1 with my tutorial where after adding all the pontoons and doing everything correctly, my boat just straight sank. I tore my hair out for almost an hour before realizing it was a simple issue. I placed the blueprint too deep into the water for my pontoon points. It might be obvious for most but just in case anyone else is having a similar issue, there's a fix! Fantastic tutorial, by the way. Very helpful.
@@K1N3RGY As I said above, this was on 5.1. I have not gotten around to testing it on 5.2, yet.
@@victorgross3722 5.3 i'm struggling and seems volumes need to be moved around but leaves gaps in world between landscape and water volumes
What's the fix?? I don't want my floating object to start off above water and dropping into it, so that is definitely not the fix
@@KDmadness18 Been a long while since I worked on this but I think I have your solution if its the problem I think I'm remembering.
You need the actor to start out above the water, yes, but not too high. It might take some trial and error but you need to have the actor start as far above the water as possible without them being actually up in the air. They will drop into the water from above, but the key is to get them close enough that the player can't perceive them dropping. To the player's eye, they are in the water and don't see the actor falling.
I hope I'm making sense.
@@victorgross3722 okay thanks that makes sense, I was hoping maybe I could fix it by changing the z location for the buoyancy, its radius, or the mesh’s mass, in hope of letting it spawn in the water. The reason for this is my entire project revolves around the player only standing on floating objects, even from the start
This looks good for Cartoon type games if for more realistic look and the user is ok to now how to change the the shader values and replace the water texture then set to 0.1 transparency and add a foam transparency of 0.3 in the Alpha and setup a spline of foam around the shore lines.
You're right, once you adjust all of those settings you can get some really incredible results!
How can we do that? I'm new to all of this, texturing etc can you please make a Tutorial or elaborate? thanks!
@@XIIMark @spudnickuk
@@VirtusEdu That case is when the comments are more precise and specific than the lesson!
There are triple A games out there that are in more of a cartoon style and are not aiming for photorealism. That doesn't mean they are not expert. Games are made in different styles. I'm sorry but it is ill-mannered and ignorant to disqualify this channels work and efforts. If you are so much more expert then make your own UA-cam channel.
I had to change the collision of the WaterBodyOcean to "OverlapAll" because my Player walked on the water and the floating object didn't work before
yes that worked thanks!
Thanks dude, you helped me a lot!
Up
spent about an hour messen with this before i decided to come to the comments. thanks lol
For beginners this guy is truly one of the best.
I'm really happy to hear that, I hope I can help you on your journey! :)
yes
You are creating such a library of videos for UE5, that it's almost to the point that someone could create a full game just by watching them!
That's the goal!
That's what i'm trying to do.
no idea how to code other than scratch and python lol
@@VirtusEdu I love you, lol thank you so much these videos are incredibly helpful, seriously. it means a lot to myself and my family. More than I can share atm.
@@twintek1099 same! i think my goal far exceeds my skills but with all the vids out there ill close that gap XD
I would love to see one of these water tuts with something other than an island scene. A lake. A waterfall. A coastal city. Every tut I have watched is about islands.
Can you just do the inverse of an island?
Waterfalls would be different though
I have no idea. That's the reason I ask. I have yet to find a tut that covers this. Last time I tried messing with it, it had recently came out and was still pretty wonky and I really haven't had time to mess with it since unfortunately.
This water system does work with lakes and coastal cities, you just have to remember that this system is dependant on landscapes. But so long as you have a landscape this will work. For a lake, use water body lake and you're good to go!
This won't work for waterfalls though, for that you will need to build a niagara VFX asset.
Thanks so much, i have just moved out of unity and switched to ue5, you have been a real lifesaver with these amazing tutorials!
Hello, I want to know what version you used, I used Unreal 5.O.3, and my buoyancy component didn't work well, do you know how to fix it?
A good tip, whenever you into folders and settings, have an extra window om screen with a zoom in.
Its not fun to push my face to the screen just to make sure i am doing it correctly! My screen is a bit far away too 😂 Love the video!
Great Tutorial! Thanks for all your fantastic tuts!
Started learning how to code in UE from your videos. Pro. Love it and keep it up!
It's great to find a tutorial by someone who can move step by step on his subject without speeding up videos and leaving things out. Awesome; a million thanks!
ok pls help me, i have a really big problem, when i start it my avatar walk on the water like he is jesus. he cant go in the water
Hey Martin, if you join our discord server I'll be able to help you with this problem one on one
2:57 how did you generate the island? Am I just suppose to wait for it to load up?
For some reason the lighting for your water is a lot better than mine even though I have material quality set to "epic." basically the lighting on the water for you seems brighter, whereas mine looks too flat/solid. Anything I can do to fix this?
Hey there!
Helpful tutorial so far.
But, I have a question, what if I've already blocked out a landscape,
and then add the water in, is there a way I can make it not adjust the landscape itself?
PLEASE I NEED HELP WITH THIS TOO my while landscape gets flattened when I add it
nvm I fixed my problem i had to uncheck affect landscape on my water details
Virtus is back!! :D Good to see you posting videos again, I'm looking forward to your new turorials! Thank you for your hard work!
You're very welcome!
Thank you!
This tutorial was clear and concise, really easy to follow along. And explained perfectly!
When I change projects the water configuration changes to the last project, how do I keep the settings in each project, if you can help me.
The Water system is annoying when you have an imported open world landmass.
1) The water zone, it makes a big unnatural square and is next to impossible to make a massive open world game, why can't there be a water zone in the whole map
2) When I put a lake in my world the mountains flatten for some reason that makes no sense at all, lol
3) The rivers don't have natural water when you create it through mountains or unlevel terrain
4) The water doesn't match if I combine a river to a lake, it won't smoothly transition from the lake / ocean to a river
5) If I drag Ocean into my terrain, the whole level flattens, I just want an Ocean on one part of my map
Is there a better system for Unreal Engine 5? Or a way to fix these issues?
Hi there! Awesome work!! My waterBodyOcean atributes are disabled and I cannot change anything. How to solve it? Thank you
Hello Dude What version you use ?My Buoyancy did not work well in my Unreal Engine 5.0.3
man... been watching quite a few videos about this topic... and this is so effin straight forward and everything I currently need..
This helps alot, you can´t imagine :)
next step, add player controller to floaty thing ... you don´t have videos on that topic, do you? :)
Very cool tutorial ! Do you know how can i make a level sequencer with my mesh floating but with animation key on it ? It follows my directions but without the floating effects, do you have any idea why ?
one of the best tutorial for water system
Which version of UE did you do the buoyancy with? Apparently there's a well known bug with this in UE5 that hasn't been fixed. I've used all of the 5.X version's using custom water body and the buoyancy box that's located in the plugins folder and all have the same issue of falling through the water plane. Also tried using the ocean body with no luck.
Same! Did you find out solution?
same
same any fix in 5.3?
Hello, I have a problem with the Water Plugin: UE5 is not not able to "Package Project" as soon the Water Plugin is activated. When I disable it then it works. But I need water🙂 How can I solve it?
I follow you instruction but my object doesn't submerged. It just stand on the surface of the ocean. Do you why it happen?
excellent video, this is what I was looking for... Thanks a lot!
great video. My landscape geometry is complex. How can I add more spline points to match my geometry?
alt drag from a spline point
Followed exactly and each time i put the ocean in it creates a random landmass shape And the water line is bugged so doesnt line up with it. Very frustrating as this seems like a great tut and just what i needed. Any ideas how to fix this or whats causing it? Cheers.
This video is very useful. I also learned the buoyancy settings, but why can't the water in version 5.4 be rendered? The game runs without any problem. Can you please help me solve this problem? This problem has been bothering me for a long time! There is no official response yet!
Sir i have problem with rendering, the water body actor is not visible in render view port while rendering but it is visible in sequencer how to solve this issue, i use ue 5.4
Awesome stuff, great for a UE5 newbie (yer, bog off Unity) like me! ;o)
I can walk on the water, so can all of the items I have, please help me
Hey. I have a problem. My object just stand on surface water. On the "collision Presets" option, which should i choose.
Hello bro same problem did u found any solution??
Yes, In the boat i choose the "physicActor" preset and with the waterbodyocen make sure the collision presets is "WaterBodyCollision"@@user-yi9pq9sl6z
When I add a river I can't use the Foliage editor to paint in foliage. Am I doing something wrong? thanks!
Thanks, great tutorial! I don't know if it's just me, but the transition with the blue layer scares me every time as it reminds me of BSOD. But it did help staying focused.
Awesome video!! Keep up the good work! I have a question tho, I tried adding the ocean to an existing landscape, but it deleted everything and only a small island is there. I moved the splines and found the existing landscape, although there's multiple island in my landscape, so Im wondering if i can just add as many water body oceans as i need to make all my island visible? or if there's an easier way
Lucky accident on the transition at 22:00 ❤😅
Thank you for the tut
Im totally new to unreal or any engine, but when i made the cube, problem is it wont go under the water its like hovering over top of the water? ithink i did it correcly not sure, im using u5 5.4.3 any suggestion would be nice thx =)
Looks really great. However, the water physics still have a long way to go. Splash physics, general movement, viscosity, varying the flow speed of waves in a scene, and dry objects becoming wet after being exposed to water. All of these and more are areas for improvement. For example, the way water drains from the sand once the wave crashes on the beach and washes up and wraps around a surface/rock. Or how water accelerates when it collides with an opposing object or shape.
Oh I hope some of these are added
Geniales Video. Super gemacht und erklärt. Danke Dir.
Why is it when I got to edit the colors of the material, it just changes it to a solid dark color. It doesn't adjust colors like yours does in the video. It has the initial gradient for the absorption like in yours shows. But when I change the color it removed the gradient entirely. :(
Hi, I tried this but I faced an issue. When I'm trying to float the object it's not even sinking, I enabled simulate physics. But it's still the same. Is there any change I have to make in water details also, plz reply
docfugazi1977
3 weeks ago
"I had to change the collision of the WaterBodyOcean to "OverlapAll" because my Player walked on the water and the floating object didn't work before"
This worked for me!
Doesn't work for me in UE5.1. Object just falls on the "floor"
Same here, the buoyancy doesn't seem to do anything. The cube just falls down and lands on the water surface as if it was a concrete floor.
@@StefanBrodd it's 5.1 bug. You can create project in Ue5 and than open in 5.1. Or you need to add buoyancy settings in project ini files. I don't remember where I found this solution. I decide to use plug-ins because of need trails and foam
What a great tutorial, thanks!
hey man this really works on my device! Thanks for sharing.
How to fix the problem that my character stays on the top of the water?
Anyone know why there is a massive ditch/dip in the middle of the island?
Water is not showing up for me underneath "All classes". **EDIT**, I definitely wasnt following directions. It never exactly prompted me to restart Unreal Engine after enabling the plugins. However, I did it manually and it fixed everything.
Your videos are great! Thanks for sharing!
Help me character is walking on the water like jesus, and the object is stuck a bit over the surface.
How can I make him go for a walk in the water ? I mean what Y parameter is responsable for that ?
Select your water body and change the collision presets to "WaterBodyCollision" in the details panel
@@UnrealVijayi dont have that option. :(
I’m so doomed 😂
water can't be rendered in custom depth
Is there a way to map the buoyancy in a way you can control it, let' say I wanted to make a submarine. Thanks for the video!
best practices for creating depth of the water? im looking to create a level that is underwater of open ocean - so can't see the ocean floor or near land
Hello, beginner here. As soon as I generate the water, the landmass has a mountain that cannot be interacted with, it is not flat. Hope someone can let me know what setting to look at. Thanks
Very good tutorial. Do you know how I can get rid of the island? I just want infinite water.
really helpful video but can you make a video on how to get the water system working on a landscape that uses a custom height map and has multiple land masses?
there is no water object in all classes, even after adding plugin
I'm having the same problem, did you solve it?
new to unreal so this is a great start
If I can't get tNice tutorials soft, the other option is to purchase a keyboard with the softs already installed [Roland VR-09]. If I have to go tNice tutorials
thank you
@Virtus Learning Hub everything was fine for couple of weeks then something changed dont know what it is when i place a mesh cube to drop down to the water it dosnt sink it hasnt had bouyancy added yet if i travel far enough from the start area it will sink but wont bouncy when its added help please ps the camera wont go under the water level either
sadly in 5.1.1 this tutorial no longer works, my cube just slams into the ocean as it was a flat ground, no simulation whatsoever.
yeah, bug with it.
Did u find a solution?
hi im stuck. im trying to make a under water sea base/complex but idk where to start with it? if i place the base model underwater it will still have water inside. how would i make it so water would only be around the base?
Hi, can you tell me which key u pressed or how did u bring the island up at 3.04?
How do you add the floating blueprint to sequencer so you also have the animation there, instead of just clicking play?
Many thanks dude! Liked and subbed
this is a bit late, but would this work well in a game that would be published? because the water is expermimental
Anything Epic tags as experimental is not advised for production.
How does Unreal's water system compare with the likes of Oceanology and Fluid Flux?
Very nice, just what i was searching these days. Just one question though, if you enter the vessel, would be there water that splits the ship and how do we can build something floating under the water but completly waterproof?
Did you ever find an answer? Wondering the same...
Have you tried using a WaterBodyExclusionVolume? I am in the same boat (no pun intended) of wanting a boat without water clipping through, and this feature caught my eye. I have yet to mess with it, but it may useful for exactly this.
Excellent tutorial.
I've never managed to use buoyancy or water interaction, and I'm not the only one
Dope. Thanks again!
Can the water body splines be used with a height map to get a pre made island to a desired shape ? Also how do you add depth to the ocean it’s really shallow ?
There's a setting within the water body ocean actor which allows you change the depth and falloff, adjust those and you'll be good to go!
@@VirtusEdu thanks, I will give it a try. I got a lot of weirdness when I tried to stretch the splines to make a large island scene. It was like the water vanished.
I wasn’t sure whether to make the landscape with height map first then add the ocean and try and adjust the splines to go around it. I was trying to copy a real world location with real data including sizing. I will have a look through your vids and see if you have anything for ue5 and heightmaps and landscapes.
@@Eagle6Airsoft im trying to do the same lemme know how it goes
@@Eagle6Airsoft I have the problem when creating a landscape, using a heightmap on it and then add the water body, it will build water all around that lanscape, but not "flood" it, which I was hoping it would do, so that only the higher regions of the landscape would appear above water line... when I added a blank landscape and sculpted it manually, it worked... dunno what´s wrong, I´m sure I had used a heightmap just fine before...
Does the buoyancy not work on a Lake? Is that bug? I have followed all of the simple steps and still doesnt work... seems something is wrong with the lake system.
me too
I'm trying to make completely on water videogame (a thing with a pirate ship) but using this plugin make a big square in the center of the level (i think is landscape place) there is any way to remove that square? i need infinite water only, I'm not using a landscape
How would I do this with a prexisting island?
Really nice and helpful... Thanks!
Thank you so much for doing this!
Hi all, need help!) How to make so that the water was deep and it was possible to bathe in it "let's say" or it is necessary to buy 3D models?
It's a great system, but very hard to customize to your style. Also very buggy. Cuz of this, I dislike the UE default water system. Great tutorial nonetheless.
Hey Emir, if you dive deep into the wave asset and the material that's actually a lot that you can do with this. I barely scratched the surface as 20 minutes is not long at all!
@@VirtusEdu more please :) water will be my element for at least the next 12 months :D
I did the same but object is not floating its drowning into the water. I am using waterbodycustom and engine version 5.1
Great Tutorial. But last part isnt working for me in 5.1.
No matter how many times i try this, the cube just sits ontop of the water as if its a plane. Doesnt interact whatsoever... any ideas on what im doing wrong?
Problem solved in the discord!
so fun fact, i got a load error, "Collision profile settings do not include entry for the water body collision profile, which is required....to function" looks like enabling water extras(in plugins) fixed it. your welcome? to whoever might get this issue🤷♂
@Virtus what if someone wants to make a waterfall and does not have the fluid flux?
How would one create single solid static mesh with only a plane (just a plane, no need for any spline/landscape) (as i'm using cesium, i don't need anything else than a plane, i've tried changing the material but it's not working as it was before, i don't know where to search as forums are bad, discord are lost in limbs, and no stackoverflow for unreal engine...
after adjusting with the white dots i made walls and a roof out of water, not sure how that happened but i think im cool with it, I Am Become Dev Destroyer of Physics
Nice tutorial. Can you help me to trouble shoot some things, just point me in the right direction. . I have a asset witch would float in a basic level but in my level with a advanced lake & river setup. it would not float . they look the same using the same core concepts cant figer out where the water is off.
Thanks for the video! One question: I have a constructed landscape I have imported in from Gaea. When I attempt to add a lake, it pretty much floods my entire landscape. I have tried raising the landscape, etc but that only seems to make things awkward. Is there a way to set the water plane under the landscape manually so I can control the depth/height of my sculpting to get rivers and lakes without flooding? Ta
If I remember right you can mess with the blend setting to change that. Default should be set to alpha blend, I think (don't quote me on this I'm still quite new) you can use max instead and it wont do that.
how to do float effect on a boat in level sequencer?
How do I get rid of this island in the middle?
hi, how to use gerstnerWaves in real time game? for change the waves during gameplay?
In The setup tNice tutorials was a really helpful video but I'm using soft soft 12, is there a reason why I can't hear my own soft play? I click to play
How do i take off this " step " of the body ocean item that is moving above the rest ?
My ocean is visible in the viewport but when I try to render a clip in the move render queue the ocean is gone. Any ideas?
hi, sorry i'm having a lot of problems with the water, it just completely messes up my landscape!
cant change my water color. the absorbtion and what not are disabled and enabling them just completely breaks the water.
also for some reason my lakes have WAYYY too big waves....