How can I make a water volume/lake?

I am trying to learn all the ins and outs of the engine before I try to make a game from scratch. I am a programmer and the level design is all very foreign to me. I’m trying to create a body of water. I used the landscaping tool to basically make a crevice where I want a lake to go. Now I want to fill that lake with water so that the player can swim through it. I tried adding a water volume (physics volume) and nothing happened except reduced fall speed (which i set), and when I fell to the bottom I could not move any longer.

So this really has two parts:

  1. How do I make the physics volume correctly simulate water?
  2. How do I create a decent looking body of water in/around that water/physics volume?

Thank you for any help.

The water volumes is to interact.
A quick way to do it is

  1. Add a BSP bush and line it up the the where the surface of the water is.
  2. Migrate the Lake/Ocean Material from one of the Examples or Mobile Map.
  3. Add the material to the surface and bam water.
  4. A reflective box or sphere will help on reflections, place in the middle of lake

Unreal Engine 4 Tutorial - Quick Swimmable Water - YouTube This might help you.

Great! Thank you!

So i followed this tutorial and i’m having a few issues. For some reason it seems that

  1. When I touch the edge or the floor my character stops moving.
  2. I can’t swim up. I can move left and right but not up. Any tips?

I cant answer your question, but have more to add to it I suppose.

I’d like to create reactive water. Something that looks like an ocean, but also is reactive to objects passing over and through it. GTA ocean water to put is short. I’ve tried planes with textures. I’ve tried cube meshes with an insane poly count on the top surface triangulated as nicely as I could. Still, all I get is a good poly ripple effect with no physics. How can I make that poly reactive?

There are a number of examples of this all with full source so you can adapt to your use case:

Ok, so I figure this out. In the FPS sample/starter content they never tied forward movement in with pitch. You need pitch to be able to swim up and down. Just add pitch in and you’re fine.

In the C++ project you can find this in the character class in the MoveForward method.

Thanks. I’ll take a look at those. They all sound like they have something to get me going in the right direction. The render target work seems the most promising towards what I’m shooting for.

Although this question is already resolved, I would just like to ask if it’s possible to add pitch in Blueprint. If it is, how can I do that? I’m also having the same issue that was on here originally.

Hi Llits,

Can you post this as a new question with details explaining what you would like to do?

Thank you!

Tim

How do you load the VaOcean plugin on OSX?