How to make an underwater level

So i have my level set up the way I want it so how would I basically drop it to the bottom of the ocean. I pretty much just need to know how to do good under water coloring and adding water physics for my character to swim. I’m doing an underwater city with certain areas in the water and in some of the submerged buildings

I HIGHLY suggest the Community Ocean Project/Plugin [Community Project] WIP Weather & Ocean Water Shader - Game Development - Unreal Engine Forums

It is the highest quality ocean simulation I know of for less than 499 and its free for commerical use and in the future it will be the defining realtime ocean/water simulation.

Otherwise what I suggest is a post process volume where your water is and then set your movemnet mode to flying or none and do your own movement input when in the PP voume (aka water volume) and back to walking when out of it using GetExtents or a isWithinVolume node. Thats the quickest and easiest.

Let me know if you have any specifics your questions is a little vague. In terms of physics the plugin will handle that buyt you want to slow down movement and rotation rates when in a water volumeand use a post process effect with heavy vignette to give the “eyes open under water” effect and you’ll want to create a material with caustics, SSS, SSR and foam. Again the plugin does all this, or at least could guide you.

Waves can be generated using gerstner or FFT mathmeatic algorithims. The plugin uses the Gerstner calculations I dont think anyone has done FFT’s there is one project for unity that tried FFTs but its very heavy math, not good for blueprints.

Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going as well as keeping answerhub clean so that it gets removed from the “unanswered questions” catagory.

You can check out VaOcean too of course.

Haha I also should have mentioned im newish to this. To be more specific im doing an underwater city with certain buildings you can go into on the map others will load a separate map for more complex and story oriented buildings. I basicly need the character to act as if hes in water when hes in it and not when hes out. I may make it to where the charcter can only swim so high so he cant exit the water so I have one main map with water physics and the other minimaps with regular physics. Anything specific I didnt cover also I have no idea how to mark a question answered once it is. I have a couple I need to close haha.

Under the “More” tab after the last line of text I beleive.

Your easiest bet being new is to add a post process volume from the list on the left side of the editor (search for post process) and with it selected in the world hierarchy check off “unbound” in the details panel (effects the entire world) or size it to your water area and then in your character do a branch if player is in volume post process volume then set vignette to 1.5 (true), false set it to 0.

Heres a example easiest way to fake being in water make change the hue to a dark blue too, you can play with the post process settings to get the “under water” look you want.

[http://i.imgur.com/PNNuEnN.png][1]

http://i.imgur.com/PNNuEnN.png

I found this from the awesome guys at epic that is actually what i need and it even runs in conjunction with your second comment. A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
Thanks for your help mate