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Dynamic Real Water

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Complete ocean simulation framework, GPU FFT waves, per-shape buoyancy physics, drivable vessels with multiplayer replication, and dynamic water interactions.

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Unreal Engine: 5.45.55.65.7

Dynamic Real Water (DRW) is a high-performance, fully modular AAA quality C++ plugin for Unreal Engine 5, built to empower technical artists and developers with a physically accurate, realistic, and deeply customizable water system for AAA games. Designed with performance and scalability in mind, DRW integrates compute shader–based FFT wave simulation, LOD-aware grid streaming, depth-aware rendering, and asynchronous physics into a single, unified system, giving you full creative control over water behavior, appearance, and interaction.

Dynamic Real Water (DRW) is a comprehensive ocean and physics simulation module for Unreal Engine 5. Buoyancy and vessels are full physics simulations, not animated approximations. The plugin ships with the following features:

  • GPU-accelerated spectral wave generation using FFT.
  • Energy-preserving wave blending across Phillips, Pierson-Moskowitz, and JONSWAP spectra.
  • Runtime preset blending with easing curves and ready-state delegates.
  • Massive 256 × 256-tile coverage (approximately 16 km / 10 mi).
  • Dynamically customizable advanced grid management.
  • Discrete water bodies (pools and lakes) with per-body visuals and automatic buoyancy transitions.
  • Real-time specular lighting.
  • Physically based foam pipeline driven by Jacobian wave data.
  • Physically based caustics with chromatic aberration and interaction-coupled distortion.
  • Real-time water interaction layer for ripples, wakes, splashes, and physics coupling.
  • Dynamically responsive underwater system.
  • Async waterline system.
  • Per-actor water surface and buoyancy masking via SurfaceMaskComponent.
  • Custom physics body system with additive/subtractive collision shapes.
  • Physically accurate buoyancy simulation with per-shape force calculations.
  • Wake-driven coupling between floating actors, so a vessel’s wake pushes nearby objects.
  • Skeletal Mesh buoyancy.
  • Smooth landscape depth-map generation.
  • Modular vessel simulation with five hull types, four movement regimes, and four seat types.
  • Three shipped reference vessels (Dinghy, Runabout, TallShip).
  • Vessel-attached camera with horizon stabilization, speed-based FOV, and world collision.
  • Enhanced Input vessel input with quantized analog replication.
  • Niagara-driven spray system for strong wave impacts and object interactions (Experimental).
  • Full multiplayer support across waves, buoyancy, vessels, water interactions, and underwater effects, with no extra wiring.
  • Fixed-timestep buoyancy with configurable calculation rate (1–120 Hz) to match replication.
  • Client-side smooth replication for networked transforms without altering the authoritative simulation.
  • Replicated underwater masking.
  • Simple, drag-and-drop system.
  • Fully data-driven configuration through Data Assets for every tunable surface.
  • Modular actor setup.
  • BP_Drone default control pawn with built-in vessel possession and seat occupation.
  • Sequencer support.
  • One-node Blueprint Library for water-state queries and runtime control.
  • Categorized debug subsystem for force, velocity, and shape visualization.
  • Asynchronous GPU read-back.
  • Asynchronous task subsystem with distance prioritization and low-priority starvation prevention.
  • Multi-instance buoyant actor optimization for crowded scenes.
  • High quality optimization (Costs 2.7 ms on 3060ti in the editor).
  • Physically based AAA quality water.
  • A roadmap that will be continuously developed.

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