Skip to content

Reference content

DRW ships with a generous reference library. This page is the catalog: what each asset is, where it lives, and when to copy / modify it.

All paths are under Plugins/DynamicRealWater/Content/.

AssetPathWhat it is
BP_DynamicRealWaterBlueprints/Drop-in ocean actor. The “press play, here’s an ocean” Blueprint. Subclass of GridManager.
BP_DRW_PoolBlueprints/Drop-in rectangular pool water body.
BP_DRW_LakeBlueprints/Drop-in circular lake water body.
BP_WaterMaskingActorBlueprints/Drop-in cave / underground masking volume.
BP_WaterMaskingManagerBlueprints/Single-instance level manager required for surface masking. Place exactly one per level.
AssetPathWhat it is
BP_RunaboutBlueprints/Pawn/Vessels/Runabout/Reference planing powerboat. Use as a starting point for sport / planing hulls.
BP_DinghyBlueprints/Pawn/Vessels/Dinghy/Reference small displacement boat. Use for rowboats, dinghies, small skiffs.
(TallShip data assets only)Blueprints/Pawn/Vessels/TallShip/Data-asset stack for a multi-mast sailing vessel. Compose your own BP_TallShip from these: the plugin doesn’t ship a Blueprint for it.

Each reference vessel has a complete data-asset stack alongside its Blueprint:

  • DA_<name>_VesselData: master, aggregates the rest.
  • DA_<name>_Hull: hull form coefficients.
  • DA_<name>_Hydro: resistance + added mass.
  • DA_<name>_Stability: roll damping, righting arm.
  • DA_<name>_Propulsion: engine / sail / paddle.
  • Curves/: torque, drag, lift / drag (where used).

The TallShip stack is the richest example: it shows multi-sail rigging (one PropulsionDataAsset per mast with distinct SailRole), a separate keel ControlSurfaceDataAsset with BallastWeight, and per-sail lift / drag curves.

Minimal floating actors used for sanity-checking and tuning. Copy these before tuning the real thing.

AssetPathWhat it tests
BP_FloatCube / BP_FloatCubeTestBlueprints/BuoyantActors/Single-box buoyancy. Slamming, heave damping.
BP_FloatSphere / BP_FloatSphereTest / BP_FloatSphereTest2Blueprints/BuoyantActors/Radial buoyancy, added-mass tuning.
BP_FloatCapsuleBlueprints/BuoyantActors/Vertical-orientation tests.
BP_MultiBuoyFlotationRigBlueprints/BuoyantActors/Multi-shape rig: see how multiple PhysicsBodyComponent shapes distribute force on a single actor.
BP_FloatRunaBoat / BP_FloatWoodDinghyBoatBlueprints/BuoyantActors/Hull-shaped buoyant bodies without vessel logic: useful as a baseline before adding propulsion.
BP_SkeletalBlueprints/BuoyantActors/Skeletal-mesh demo with bone-attached shapes.
AssetPathWhat it is
BP_DroneBlueprints/Pawn/Default flying drone player pawn: used in all demo maps. Possesses vessels with F.
BP_DRWFlyingPawnBlueprints/Pawn/Lighter alternative spectator pawn.
BP_DRWGameModeBlueprints/Pawn/Demo GameMode wiring BP_Drone as default pawn. Set this in your project’s GameMode setting for the fastest possible setup.
AssetPathPurpose
IA_Look, IA_Move, IA_MoveUpDownBlueprints/Pawn/InputActions for drone movement and look.
IA_VesselThrottleBlueprints/Pawn/InputAction for vessel throttle.
IMC_DRWInputBlueprints/Pawn/Drone Input Mapping Context.
IMC_DRWVesselInputBlueprints/Pawn/Vessel Input Mapping Context.

These are the references for users authoring their own input. Clone and modify as needed.

AssetPathWhat it is
DA_DefaultWavesBlueprints/WaterStates/Waves/Default wave physics.
DA_P_SmallWavesBlueprints/WaterStates/Waves/Calm preset. Bound to 1 in BP_Drone.
DA_P_MediumWavesBlueprints/WaterStates/Waves/Mid preset. Bound to 2.
DA_P_HighWavesBlueprints/WaterStates/Waves/Stormy preset. Bound to 3.
DA_DefaultVisualBlueprints/WaterStates/Visuals/Default ocean visuals.
DA_O_AtlasVisualBlueprints/WaterStates/Visuals/Alternate “Atlas” ocean visuals.
DA_WB_Lake_VisualBlueprints/WaterStates/Visuals/Default lake visuals.
DA_WB_Pool_VisualBlueprints/WaterStates/Visuals/Default pool visuals.
DA_InteractionBlueprints/WaterStates/Default interaction tuning.
DA_WB_InteractionBlueprints/WaterStates/Default water-body interaction tuning.
MapPathWhat it shows
ExampleMapMaps/The headline ocean demo: ocean, drone, vessels, wave switching. Open this first.
LakeMapMaps/Lake water body in a World-Partitioned level.
PoolMapMaps/Pool water body with boundary masking.

The maps are the fastest path to “does this fit my use case.” Each runs standalone: no setup required.