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Quick Start

Five minimal recipes: drop these in to get each major DRW system up and running.

  1. Drag BP_DynamicRealWater into your level. Ocean appears immediately.
  2. Assign a WaveDataAsset to change wave behavior, or edit spectrum properties directly on the actor.
  3. Assign a VisualDataAsset to change water appearance, or edit visual properties directly.
  1. Add a PhysicsBodyComponent to your actor. Set TargetComponentName to your mesh component’s name.
  2. Add box / sphere / capsule shapes that approximate your mesh volume.
  3. Add a BuoyancyComponent to the same actor. It reads shapes from PhysicsBodyComponent automatically.
  4. Enable physics simulation on your mesh.
  1. Drag BP_DRW_Pool or BP_DRW_Lake into your level.
  2. Set dimensions (Width / Length / Depth for pools, Radius / Depth for lakes).
  3. Assign a WBVisualDataAsset for appearance.
  4. Objects with BuoyancyComponent automatically detect water bodies via overlap.
  1. Place a BP_Runabout or BP_Dinghy in your level.
  2. Use the DronePawn (BP_Drone) as your player pawn.
  3. Press F near the vessel to possess it.
  4. WASD to steer once possessed; F again to exit.
  1. Place a WaterMaskingManager in your level.
  2. Add a SurfaceMaskComponent to any actor that should mask the water surface.
  3. Assign a MaskMesh that defines the mask shape.