Quick Start
Five minimal recipes: drop these in to get each major DRW system up and running.
- Drag
BP_DynamicRealWaterinto your level. Ocean appears immediately. - Assign a WaveDataAsset to change wave behavior, or edit spectrum properties directly on the actor.
- Assign a VisualDataAsset to change water appearance, or edit visual properties directly.
Making objects float
Section titled “Making objects float”- Add a PhysicsBodyComponent to your actor. Set
TargetComponentNameto your mesh component’s name. - Add box / sphere / capsule shapes that approximate your mesh volume.
- Add a BuoyancyComponent to the same actor. It reads shapes from PhysicsBodyComponent automatically.
- Enable physics simulation on your mesh.
Discrete water bodies (pools, lakes)
Section titled “Discrete water bodies (pools, lakes)”- Drag
BP_DRW_PoolorBP_DRW_Lakeinto your level. - Set dimensions (Width / Length / Depth for pools, Radius / Depth for lakes).
- Assign a WBVisualDataAsset for appearance.
- Objects with BuoyancyComponent automatically detect water bodies via overlap.
Vessels
Section titled “Vessels”- Place a
BP_RunaboutorBP_Dinghyin your level. - Use the DronePawn (
BP_Drone) as your player pawn. - Press F near the vessel to possess it.
- WASD to steer once possessed; F again to exit.
Water masking (bridges, docks)
Section titled “Water masking (bridges, docks)”- Place a WaterMaskingManager in your level.
- Add a SurfaceMaskComponent to any actor that should mask the water surface.
- Assign a
MaskMeshthat defines the mask shape.
Where to next
Section titled “Where to next”- Hull approximation guide: the highest-skill workflow in the plugin
- Reference: full documentation of every actor, component, and data asset
- Troubleshooting: common issues and fixes