Water
Scene, level & worldAdd rivers, lakes, oceans and water zones. Needs the Water plugin.
What it’s for
Ask your assistant to add and set up water from Unreal’s Water plugin: rivers, lakes, oceans, custom water bodies, and the water zones they render in. It can place a body, give it surface and underwater materials, and tune its underwater post-process without you opening a details panel. The Water plugin has to be enabled in your project.
Use it when a level needs water. Your assistant places a water zone first, because water does not render without one, then adds the body and sets its materials. Rivers, lakes and custom bodies take their shape from a spline, which your assistant edits point by point through Splines. Blending the shoreline into terrain belongs to Landscapes.
River-to-lake and river-to-ocean transition materials only apply to rivers. Your assistant cannot set them on a lake, ocean or custom body.
Limits
Some Water features, such as mesh tessellation, weightmaps and Gerstner wave authoring, are not covered yet.Things you can ask
Add a river to a level
You get a water zone and a river inside it, ready to shape.
You: Add a water zone and a river running through the valley.
Added MainWaterZone and a river called ValleyRiver. Next I can shape its course along the valley.Set a lake’s surface and underwater materials
The lake uses the materials you chose above and below the surface.
You: Give the lake our stylized water surface and the murky underwater look.
MountainLake now uses M_StylizedWater on the surface and M_MurkyUnderwater below it.Set up underwater post-process
The ocean gets an underwater post-process effect when the camera goes below the surface.
You: On the ocean, add the underwater post-process and turn up the fog when submerged.
The ocean now uses M_UnderwaterPP as its underwater post-process, and it is enabled.