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/.
Ocean and water bodies
Section titled “Ocean and water bodies”| Asset | Path | What it is |
|---|---|---|
BP_DynamicRealWater | Blueprints/ | Drop-in ocean actor. The “press play, here’s an ocean” Blueprint. Subclass of GridManager. |
BP_DRW_Pool | Blueprints/ | Drop-in rectangular pool water body. |
BP_DRW_Lake | Blueprints/ | Drop-in circular lake water body. |
BP_WaterMaskingActor | Blueprints/ | Drop-in cave / underground masking volume. |
BP_WaterMaskingManager | Blueprints/ | Single-instance level manager required for surface masking. Place exactly one per level. |
Vessels (player-driven)
Section titled “Vessels (player-driven)”| Asset | Path | What it is |
|---|---|---|
BP_Runabout | Blueprints/Pawn/Vessels/Runabout/ | Reference planing powerboat. Use as a starting point for sport / planing hulls. |
BP_Dinghy | Blueprints/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.
Buoyant test rigs
Section titled “Buoyant test rigs”Minimal floating actors used for sanity-checking and tuning. Copy these before tuning the real thing.
| Asset | Path | What it tests |
|---|---|---|
BP_FloatCube / BP_FloatCubeTest | Blueprints/BuoyantActors/ | Single-box buoyancy. Slamming, heave damping. |
BP_FloatSphere / BP_FloatSphereTest / BP_FloatSphereTest2 | Blueprints/BuoyantActors/ | Radial buoyancy, added-mass tuning. |
BP_FloatCapsule | Blueprints/BuoyantActors/ | Vertical-orientation tests. |
BP_MultiBuoyFlotationRig | Blueprints/BuoyantActors/ | Multi-shape rig: see how multiple PhysicsBodyComponent shapes distribute force on a single actor. |
BP_FloatRunaBoat / BP_FloatWoodDinghyBoat | Blueprints/BuoyantActors/ | Hull-shaped buoyant bodies without vessel logic: useful as a baseline before adding propulsion. |
BP_Skeletal | Blueprints/BuoyantActors/ | Skeletal-mesh demo with bone-attached shapes. |
Player and game-mode plumbing
Section titled “Player and game-mode plumbing”| Asset | Path | What it is |
|---|---|---|
BP_Drone | Blueprints/Pawn/ | Default flying drone player pawn: used in all demo maps. Possesses vessels with F. |
BP_DRWFlyingPawn | Blueprints/Pawn/ | Lighter alternative spectator pawn. |
BP_DRWGameMode | Blueprints/Pawn/ | Demo GameMode wiring BP_Drone as default pawn. Set this in your project’s GameMode setting for the fastest possible setup. |
| Asset | Path | Purpose |
|---|---|---|
IA_Look, IA_Move, IA_MoveUpDown | Blueprints/Pawn/ | InputActions for drone movement and look. |
IA_VesselThrottle | Blueprints/Pawn/ | InputAction for vessel throttle. |
IMC_DRWInput | Blueprints/Pawn/ | Drone Input Mapping Context. |
IMC_DRWVesselInput | Blueprints/Pawn/ | Vessel Input Mapping Context. |
These are the references for users authoring their own input. Clone and modify as needed.
Wave / visual presets
Section titled “Wave / visual presets”| Asset | Path | What it is |
|---|---|---|
DA_DefaultWaves | Blueprints/WaterStates/Waves/ | Default wave physics. |
DA_P_SmallWaves | Blueprints/WaterStates/Waves/ | Calm preset. Bound to 1 in BP_Drone. |
DA_P_MediumWaves | Blueprints/WaterStates/Waves/ | Mid preset. Bound to 2. |
DA_P_HighWaves | Blueprints/WaterStates/Waves/ | Stormy preset. Bound to 3. |
DA_DefaultVisual | Blueprints/WaterStates/Visuals/ | Default ocean visuals. |
DA_O_AtlasVisual | Blueprints/WaterStates/Visuals/ | Alternate “Atlas” ocean visuals. |
DA_WB_Lake_Visual | Blueprints/WaterStates/Visuals/ | Default lake visuals. |
DA_WB_Pool_Visual | Blueprints/WaterStates/Visuals/ | Default pool visuals. |
DA_Interaction | Blueprints/WaterStates/ | Default interaction tuning. |
DA_WB_Interaction | Blueprints/WaterStates/ | Default water-body interaction tuning. |
Demo maps
Section titled “Demo maps”| Map | Path | What it shows |
|---|---|---|
ExampleMap | Maps/ | The headline ocean demo: ocean, drone, vessels, wave switching. Open this first. |
LakeMap | Maps/ | Lake water body in a World-Partitioned level. |
PoolMap | Maps/ | 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.