Great tutorial using UE5.0. Had to import UE5.0 scene into UE5.2 for the "WaterBodyCollision" to appear in the Ocean. For the second method, the WPO for the materials only worked in 5.0. Thanks for the awesome videos!!
Wow dude you blew my mind with the material approach. Very detailed, full of useful information... I mean THANK YOU, it's a very good tutorial. Learned a lot. Subscribed!
Dear Klaus! Great tutorial, thank you. It works very well for static meshes. But when i try to make a skeleton float (with physics enabled, for ragdoll physics) it doesn´t work. There is said that there is a collision problem.... any ideas?
Hello, thank you for the video. I was able to get this working with a static mesh version of my boat. But i have created an animation of a paddle wheel turning on the back, now i have a skeletal mesh instead and I cant add sprockets. I have no idea how to get the buoyancy to work now. Any help would be appreciated
In the first example, I noticed you gave the boat, as a whole, a mass of 100kg... is there a way to distribute the weight? I imagine it's difficult to get a very realistic simulation without it... For instance, even a static asset like a small dinghy going over a wave might be back heavy and land differently than if it were front heavy. Similarly, you could imagine a player standing on the side of a canoe or something, the weight of the player might be expected to dynamically effect the canoe and cause it to capsize.
Ok, so... When you use the Instance Material and choose either "normal" or "cloth" option it appears some parameters to set. I enabled the "UseFixedWaterDepth" parameter and then I wrote the depth it was set in the water element i was using. This worked for me. Hope It'll work for you too. :)
@@pick_n_roll36 I'm with the UE5.2 version and for the 1st method everything works fine. But nothing happens with that of the material I created a material instance but I don't see the parameters you are talking about
yup sadly trying to find it too, my boat drops to the ocean floor after reaching a certain distance from world centre position 0,0,0 using physics buoyancy
hi, thanks for the great tutorial. i got the first method using pontoons to work, but the second method (material magic) does not work for me. the blueprint graph looks exactly the same as yours but when I apply the material to my plants and enable physics and gravity, they just immediately sink. the same thing happens when i try the material method on a cube or sphere. i tried playing around with the mass value and set it to something very low like 0.0001 like some comments suggested, but it has no effect, everything just immediately sinks when i try the material method :( please help
How do you place the water on a level? I've looked at every water video I've found and they ALL start with the level already there with all the water properly set up already and NO video says how the water got there.
Maybe it is a little late, but there is a plugin called "Water" in UE5, you activated it and you can place actors like Water Body Lake, Water Body Ocean, etc.
@akshayak9461 it's a 5.1 bug. I desided to use waterline plugin for my project. But I google a lot. And there's 2 way you can fix it. You can use UE 5.0 set up everything and then open project with ue 5.1 (I don't know if it works with 5.2 and 5.3) Or you need to add some files to you project to make everything work (I don't remember it was 6 month ago - google better😀)
Thank you for this tutorial! Is there a setting for the water body? I followed all your steps but the boat keeps falling through. Any help would be greatly appreciated!!
Just wondering if anyone has seen an issue when using water materials that a black ghosted motion blur outline is left behind when the water is animated behind thin meshes that render in front of the water? How can we solve that?
I can't seem to get the material method working unless Depth Attentuation is disabled, but doing so greatly limits what I can do with it. I am trying to use it with an ocean, anyone know why this may be happening?
can i make this work on custom maded ocean? (plane wit material) Specialy floating with material setup. I cant make it work on custom maded ocean but on Water Body Ocean its working...
Great tutorial though!, but i didn't quite figuring out how you implemented the material function to your foliage from Megascans since, it has already a materials that are conected to the World Position offset. .6:02 ,11:50
@@CrowBiomes First of all really thank you for answering!.I think I'm kind of understand what you're saying. after some a while i found a some sort of solution,because this specified Megascans foliage has nodes that menat for wind displacement and they took the place of the WPO. I don't need them for this case and i can just replace them instead with that function.
Hello. how do you make damaged pieces from chaos float. i got planks of wood that explode an splinter. but they sink like rocks. how can I please make them float like HL2 does. thanks.
Great tutorial, thank you but i have question; I made a small boat, tried it with the same logic. The boat bounces and somersaults on the water. Any idea how to fix this issue?
Hello, I need your help, in the view port everything works fine, but when I create a sequence level and render, the objects that should float do not move. Thanks
If you are not using water system then you have to create your own buoyancy. Add a force opposite to water when the object is touching the water plane.
"When I try to create the material, as soon as I connect the bool parameter to the switch, Unreal Engine crashes. Has anyone been able to solve that? I'm using version 5.2 of Unreal."
I was running into this as well in 5.3. If you haven't already, try plugging a Static Bool set to False into the Use Depth Attenuation slot on Compute Gerstner Waves node. That fixed it for me.
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
I was wondering how it would be possible to create buoyancy for an object in still water that does not have waves that is a flat plain. The issue I've come across is I don't want to make a timeline and animate the buoyancy as I have a blueprint where the water level changes when a button is pushed and I want objects to move with it while having buoyancy even if the water is a flat plain. Not sure how to do this though.
You can apply a upward force on the object after checking whether it's overlapping with the water or not. So when the water level goes down, It will fall down until it overlaps and a upward force is again applied. Applying force on different places on objects would make multiple pontoons.
Ok, so... When you use the Instance Material and choose either "normal" or "cloth" option it appears some parameters to set. I enabled the "UseFixedWaterDepth" parameter and then I wrote the depth it was set in the water element i was using. This worked for me. Hope It'll work for you too. :)
Been trying to get this working for a while now. Running UE5.1 water plugin, all the settings are identical to yours. My boat just spins uncontrollably nose down and sinks below the water. I have the BP_TestBoat above the level of the water. If I modify the Buoyancy Coefficient it'll propel into space! Has anyone got this to work on UE5.1?
It looks like the pontoons need to be adjusted. They apply force to your object. If they are not applying the same moment, the object will spin. (Imagine pushing a pen with the same force from both ends but you push it a little closer on one side..It'll spin) Make sure they are applying the force on the same symmetric point.
@@CrowBiomes Thanks for replying Klaus. The pontoons are in the exact same coordinates of the coastguard ship that yours are. I've tried modifying the pontoons, every possible way. I've spread them out/moved them in. Added more added fewer. I used the BP_BuoyancyExample (located in plugin content) and it works fine. I've tried different static meshes. I've found the more uneven the bottom collision is the greater the distortion. I've uploaded some screenshots. drive.google.com/drive/folders/1K3PEVs3tgFOoA0IEKcMH2t5CY9dUy_JM?usp=sharing
I wish you could have created this tutorial last year..so badly need to get boat physics done in Unreal..but thank you for creating it, better late than never..
@@CrowBiomes I just find solution but why it doesn’t work in the BodyLake. When I do this in the BodyOcean it work ? thanks 🙏 I think there aren’t collisions
it's good. But what's next? He floats on the water. But how to make it not just swing on the waves, but float in the direction of how the ship floats and that the foam and waves follow it
I have now watched every single tutorial, read every document and done everything exactly the same and still nothing floats, everything sinks as though there is no water at all. I've been learning UE5 for a few months now, but this is a HUGE issue and I will definitely quit UE5 and try another platform because this is F6CKING B6SH1T!!!!!
Hey Guys! I've created a Patreon page for extra content and support.
Support What I do? / Exclusive Content : www.patreon.com/klauslyf
Great tutorial using UE5.0. Had to import UE5.0 scene into UE5.2 for the "WaterBodyCollision" to appear in the Ocean. For the second method, the WPO for the materials only worked in 5.0. Thanks for the awesome videos!!
Thank you!! I nearly gave up on implementing something like this in my game but this made everything so much easier.
Thank you. This is fantastic. What a lovely technique ! Appreciate you friend
Very good job !
But...
I'm with the UE5.2 version and for the 1st method everything works fine. But nothing happens with that of the material
You ever figure out the material?
same question
@@scarneck180
Wow dude you blew my mind with the material approach. Very detailed, full of useful information... I mean THANK YOU, it's a very good tutorial. Learned a lot. Subscribed!
Thank you Phillippe!
Can you also make on niagara fluid ...this kind of floting effect
Dear Klaus! Great tutorial, thank you. It works very well for static meshes. But when i try to make a skeleton float (with physics enabled, for ragdoll physics) it doesn´t work. There is said that there is a collision problem.... any ideas?
I am using UE5.2 but the material version is not working, or am I missing anything?
Did you ever figure it out?
you answered several questions i had and several i didn't know i had! thank YOU!
Hello, thank you for the video. I was able to get this working with a static mesh version of my boat. But i have created an animation of a paddle wheel turning on the back, now i have a skeletal mesh instead and I cant add sprockets. I have no idea how to get the buoyancy to work now. Any help would be appreciated
In the first example, I noticed you gave the boat, as a whole, a mass of 100kg... is there a way to distribute the weight? I imagine it's difficult to get a very realistic simulation without it...
For instance, even a static asset like a small dinghy going over a wave might be back heavy and land differently than if it were front heavy. Similarly, you could imagine a player standing on the side of a canoe or something, the weight of the player might be expected to dynamically effect the canoe and cause it to capsize.
The material approach no longer works in UE5.1. Anybody know any workaround?
Ok, so... When you use the Instance Material and choose either "normal" or "cloth" option it appears some parameters to set. I enabled the "UseFixedWaterDepth" parameter and then I wrote the depth it was set in the water element i was using. This worked for me. Hope It'll work for you too. :)
@@roher86 I will try this thank you!
@@pick_n_roll36 I'm with the UE5.2 version and for the 1st method everything works fine. But nothing happens with that of the material
I created a material instance but I don't see the parameters you are talking about
I have the water plugins and extras enabled for UE5 but wtf is the bouyancy component I cannot find it?
for anyone currently encountering this, after some searching, they changed it to a misc Data asset
Thanks. Very helpfull tutorial. Nicely structured as well :)
Thank you for the video!
Any idea how to set buoyancy parameters via blueprint? Nothing is exposed on the buoyancy component unfortunately...
yup sadly trying to find it too, my boat drops to the ocean floor after reaching a certain distance from world centre position 0,0,0 using physics buoyancy
@@shinnasukah Physics in general has issue when too far from center, your problem is not related specifically to buoyancy
@@marcapouli7805 I see I see thanks thanks
What version? 5.1 has updated issues with WPO and increased distance
hi, thanks for the great tutorial. i got the first method using pontoons to work, but the second method (material magic) does not work for me. the blueprint graph looks exactly the same as yours but when I apply the material to my plants and enable physics and gravity, they just immediately sink. the same thing happens when i try the material method on a cube or sphere. i tried playing around with the mass value and set it to something very low like 0.0001 like some comments suggested, but it has no effect, everything just immediately sinks when i try the material method :( please help
Is there a way to use this info to make Character float up and down Gerstner waves ?
material section does not work for UE 5.2?
You ever figure it out?
How do you place the water on a level? I've looked at every water video I've found and they ALL start with the level already there with all the water properly set up already and NO video says how the water got there.
Maybe it is a little late, but there is a plugin called "Water" in UE5, you activated it and you can place actors like Water Body Lake, Water Body Ocean, etc.
Doesn't work for me in UE5.1. Object just falls on the "floor"
Got the same issue...have you found any solution. If, plz do share the solution.
@akshayak9461 it's a 5.1 bug. I desided to use waterline plugin for my project. But I google a lot. And there's 2 way you can fix it. You can use UE 5.0 set up everything and then open project with ue 5.1 (I don't know if it works with 5.2 and 5.3) Or you need to add some files to you project to make everything work (I don't remember it was 6 month ago - google better😀)
Make sure collision and physics simulation is turned on for your water body
Thank you for this tutorial! Is there a setting for the water body? I followed all your steps but the boat keeps falling through. Any help would be greatly appreciated!!
Excellent tuto, thank you ( the best one since 2 days I searched for ) The solution for buoyancy with material is great !👏👏👏👏👏
Just wondering if anyone has seen an issue when using water materials that a black ghosted motion blur outline is left behind when the water is animated behind thin meshes that render in front of the water? How can we solve that?
I can't seem to get the material method working unless Depth Attentuation is disabled, but doing so greatly limits what I can do with it. I am trying to use it with an ocean, anyone know why this may be happening?
can i make this work on custom maded ocean? (plane wit material) Specialy floating with material setup. I cant make it work on custom maded ocean but on Water Body Ocean its working...
Does anyone know... If I already have a landscape, can I add the UE water plugin without having to create a new landscape? Thanks
SIR PLZ HELP ME HOW CAN I ENABLE SIMULATE PHYSICS OF WATER IN DETAIL PANEL
Great tutorial though!, but i didn't quite figuring out how you implemented the material function to your foliage from Megascans since, it has already a materials that are conected to the World Position offset. .6:02 ,11:50
If WPO already has something connected to it then add it to the final result
@@CrowBiomes First of all really thank you for answering!.I think I'm kind of understand what you're saying. after some a while i found a some sort of solution,because this specified Megascans foliage has nodes that menat for wind displacement and they took the place of the WPO. I don't need them for this case and i can just replace them instead with that function.
Hello. how do you make damaged pieces from chaos float. i got planks of wood that explode an splinter. but they sink like rocks. how can I please make them float like HL2 does. thanks.
Hello, wondering where I can get the Gerstner Waves material function? thx.
It's in Unreal water plugin.
Fluid simulation not working ue5 5.02? I try example map and moving skelmesh not react with water
can u make a tutorial on how to move the boat ?
would you have any ideas why my boat just sinks?
Physics is enabled? Did you add pontoons?
Hey. I have a problem that the water go inside the boat. Do you have any idea to remove that.
Hey great tutorial dude, I did just as same you did but my object is jumping off. Please help
Great tutorial, thank you but i have question;
I made a small boat, tried it with the same logic. The boat bounces and somersaults on the water. Any idea how to fix this issue?
You'd need to adjust Pontoon location to balance the buoyant force.
@@CrowBiomes It worked, thank you!
Anybody been able to make lyra character float/swim?.
Thank you for posting this! Subscribed.
Hello, I need your help, in the view port everything works fine, but when I create a sequence level and render, the objects that should float do not move. Thanks
The editor is real time, you need to add your objects to Sequencer in order to see it rendered, not sure how that works with these techniques though.
Does this only work for landscape water?
How can I achieve this with an indoor body of water? Like a pool or something.
If you are not using water system then you have to create your own buoyancy. Add a force opposite to water when the object is touching the water plane.
Great Tutorial all the thingsare to the point, Thanks.
Awesome tutorial! What pack contains the boat mesh?
Twinmotion Boat Pack
"When I try to create the material, as soon as I connect the bool parameter to the switch, Unreal Engine crashes. Has anyone been able to solve that? I'm using version 5.2 of Unreal."
The material doesn't work in 5.3; WPO does nothing to the object; it's like it's broken or something.
I was running into this as well in 5.3. If you haven't already, try plugging a Static Bool set to False into the Use Depth Attenuation slot on Compute Gerstner Waves node. That fixed it for me.
@@glowbug-t8w oh, I will try that. I know my comment was 3 months ago, but thank you very much for that.
salvou muito, estava á 4 dias buscando em varios locais...@@glowbug-t8w
@@glowbug-t8w Big thanks for the solution.
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
Did you make sure your boat was the scene root in your BP?
I was wondering how it would be possible to create buoyancy for an object in still water that does not have waves that is a flat plain. The issue I've come across is I don't want to make a timeline and animate the buoyancy as I have a blueprint where the water level changes when a button is pushed and I want objects to move with it while having buoyancy even if the water is a flat plain. Not sure how to do this though.
You can apply a upward force on the object after checking whether it's overlapping with the water or not. So when the water level goes down, It will fall down until it overlaps and a upward force is again applied. Applying force on different places on objects would make multiple pontoons.
@@CrowBiomes Ok thank you for your help, much appreciated.
not work in 5.1 :(
Ok, so... When you use the Instance Material and choose either "normal" or "cloth" option it appears some parameters to set. I enabled the "UseFixedWaterDepth" parameter and then I wrote the depth it was set in the water element i was using. This worked for me. Hope It'll work for you too. :)
P.D. Also, you need to select Gerstner Water Waves in the Water body details panel under Waves Source.
Same here, in 5.1.1 the boat just sinks to the ground no matter how many pontoons and regardless of weight. 🥺
Been trying to get this working for a while now. Running UE5.1 water plugin, all the settings are identical to yours. My boat just spins uncontrollably nose down and sinks below the water. I have the BP_TestBoat above the level of the water. If I modify the Buoyancy Coefficient it'll propel into space! Has anyone got this to work on UE5.1?
It looks like the pontoons need to be adjusted. They apply force to your object. If they are not applying the same moment, the object will spin. (Imagine pushing a pen with the same force from both ends but you push it a little closer on one side..It'll spin)
Make sure they are applying the force on the same symmetric point.
@@CrowBiomes Thanks for replying Klaus. The pontoons are in the exact same coordinates of the coastguard ship that yours are. I've tried modifying the pontoons, every possible way. I've spread them out/moved them in. Added more added fewer. I used the BP_BuoyancyExample (located in plugin content) and it works fine. I've tried different static meshes. I've found the more uneven the bottom collision is the greater the distortion.
I've uploaded some screenshots.
drive.google.com/drive/folders/1K3PEVs3tgFOoA0IEKcMH2t5CY9dUy_JM?usp=sharing
Really cool! Thanks!
Nice tutorial, can you do one about how to make them int?
Sus
Is it possible to make the character float down a current?
It has buoyancy component and the river tells you direction and speed so Yes
Thanks sir very well explained tutorial ♥️
I wish you could have created this tutorial last year..so badly need to get boat physics done in Unreal..but thank you for creating it, better late than never..
Sometimes I wish that too XD. And We are a year later..
Dope tutorial
I try to do this in the WaterBodyLac and it doesn’t work :(((
the physics method or the material one?
@@CrowBiomes I just find solution but why it doesn’t work in the BodyLake. When I do this in the BodyOcean it work ? thanks 🙏 I think there aren’t collisions
@@ue5beginner248 how did you get it to work? Buoyancy does not work in the Lake system, i cant get anything to float in it
Great tutorial!
thanks for your video 👍👍👍
The float material doesn't work for UE4...
it's good. But what's next? He floats on the water. But how to make it not just swing on the waves, but float in the direction of how the ship floats and that the foam and waves follow it
Dude you are way to fast for us lol... but great content i can say... Gonna try following you video in less speed lol... Txs for this one
I need to clam tf down😄
@@CrowBiomes it's OK... I can go back and or pause lol... all good
Thank you. All the other tutorials wasted my time by wanting me to use arrows and cubes.... bunch of morons lol. Yours worked. Sockets is much better.
👍🏻♥️
Thanks Peter Griffin
heheheheh
I have now watched every single tutorial, read every document and done everything exactly the same and still nothing floats, everything sinks as though there is no water at all. I've been learning UE5 for a few months now, but this is a HUGE issue and I will definitely quit UE5 and try another platform because this is F6CKING B6SH1T!!!!!
r.Streaming.poolsize 500000000
r.PotatoCantHandle 0
@@CrowBiomes great response bro. 😂 Great video btw
@@KIRKS haha Thanks man!