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Oceanology Legacy — Presets

Last updated: 2025-12-06

Overview

Presets in Oceanology Legacy allow you to save and reuse complete ocean configurations. A preset stores all visual and behavioral settings for your ocean — including wave parameters, surface properties, foam, caustics, underwater effects, and more — in a reusable Data Asset.

This system enables you to:

  • Save ocean configurations — Capture your perfect ocean look as a reusable asset
  • Share between projects — Export presets and import them into other projects
  • Quick iteration — Switch between different ocean styles instantly
  • Team collaboration — Artists can create presets for developers to use
  • Multiple water types — Create presets for different environments (tropical, arctic, stormy, calm)

How Presets Work

  1. Create a Preset Asset — Use the Content Browser to create a new Oceanology Preset Data Asset.
  2. Configure the Preset — Open the asset and adjust all ocean parameters.
  3. Assign to Ocean — Reference the preset in your ocean actor.
  4. Select Inclusion Groups — Choose which parameter groups the preset should control.

Presets are Data Assets, meaning they exist as standalone files in your project that can be duplicated, shared, and version-controlled.


Prerequisites

  • Unreal Engine 5.6 or newer.
  • Oceanology Legacy installed and configured.
  • A BP_OceanologyInfiniteOcean or BP_OceanologyLake actor in your level.

Notes

  • Oceanology provides two preset types: Ocean Preset (for infinite oceans) and Lake Preset (for bounded lakes).
  • Presets use an Inclusion Groups system that lets you selectively apply only certain parameter categories.
  • Changes to a preset asset automatically update all ocean actors using that preset.
  • You can override individual parameters on the ocean actor even when using a preset.

Step-by-step

1. Create a new Preset asset

In the Content Browser, right-click to open the context menu. Navigate to: Miscellaneous → Search for ocea to filter the options.

You will see two preset types:

  • Oceanology Lake Preset — For bounded lake water bodies (BP_OceanologyLake).
  • Oceanology Ocean Preset — For infinite ocean water bodies (BP_OceanologyInfiniteOcean).

Select Oceanology Ocean Preset to create a new ocean preset asset.

Create Preset from Miscellaneous menu

2. Name and locate your Preset asset

After creating the preset, a new Data Asset appears in your Content Browser.

Asset Properties:

  • Name — Give it a descriptive name like NewOceanPreset, TropicalOcean, StormyNorthSea, etc.
  • TypeData Asset (specifically an OceanologyOceanPreset)
  • Thumbnail — Shows a preview of ocean water to help identify the asset.

Organization Tips:

  • Create a dedicated folder for presets (e.g., Content/Ocean/Presets/)
  • Use descriptive names that indicate the ocean style
  • Consider prefixing with OP_ (Ocean Preset) for easy searching

Double-click the asset to open it and configure its parameters.

NewOceanPreset Data Asset

3. Configure the Preset parameters

Open the preset asset to access all configurable ocean parameters. The Details panel shows all available categories:

Shoreline Wetness:

PropertyDescription
Enable Wetness✅ Toggles shoreline wetness effect
WetnessWetness intensity and parameters

Gerstner Waves:

PropertyDescription
SummarizeWave complexity preset (e.g., Waves 8)
Gerstner Waves (Global)Global wave parameters affecting all waves
Gerstner Waves (Custom)Individual wave layer configurations

Surface:

PropertyDescription
Surface ScatteringLight scattering through water surface
CausticsUnderwater light caustic patterns
RefractionWater refraction settings
Normal CalculationSurface normal generation method

Foam:

PropertyDescription
FoamMain foam parameters (color, intensity, coverage)
FoldingWave folding foam settings

Procedural:

PropertyDescription
ProceduralProcedural detail noise and variation

RVT:

PropertyDescription
RVTRuntime Virtual Texture heightmap settings

Mask:

PropertyDescription
MaskWater masking parameters

GGX:

PropertyDescription
GGXGGX specular reflection model settings

Underwater:

PropertyDescription
Underwater ModeUnderwater rendering mode (e.g., Underwater)
UnderwaterUnderwater fog and color settings
Mask UnderwaterUnderwater masking parameters
God RaysVolumetric light shafts underwater
Bubbles SettingsUnderwater bubble particle configuration

Caustics:

PropertyDescription
Water ProjectionCaustic projection settings

Each category can be expanded to reveal detailed parameters. Configure these to create your desired ocean appearance.

Preset parameter categories

4. Assign the Preset to your Ocean actor

Select BP_OceanologyInfiniteOcean in the Outliner. In the Details panel, locate the Preset category:

Actor Hierarchy:

  • BP_OceanologyInfiniteOcean (Self)
    • Default Scene Root
    • Underwater Box Volume Component
    • Underwater Post Process Component

Available Categories on Ocean Actor:

  • Underwater
  • Default
  • Infinite
  • Caustics
  • Material Instance Dynamic
  • Quad Tree
  • Preset ← Configure here

Preset Settings:

PropertyValueExplanation
PresetNewOceanPresetSelect your preset asset from the dropdown. The thumbnail preview helps identify the correct preset.
Preset ModeUse Preset DirectlyHow the preset is applied. Options include direct use or blending.
Preset Inclusion Groups25 Array elementsWhich parameter groups from the preset should be applied. See Note 5 for details.

Preset Mode Options:

  • Use Preset Directly — Applies all selected inclusion groups from the preset immediately.
  • Blend With Current — Interpolates between current ocean settings and preset values.

Once assigned, the ocean actor will use the parameters defined in your preset.

Assign Preset to Ocean actor

5. Configure Preset Inclusion Groups

The Preset Inclusion Groups array controls which parameter categories the preset affects. Expand this array to see all 25 available groups:

IndexGroup NameControls
[0]SurfaceScatteringLight scattering through water surface
[1]CausticsCaustic light patterns
[2]RefractionWater refraction effects
[3]HorizonCorrectionHorizon line adjustment
[4]FlipbookAnimated texture flipbooks
[5]FoamFoam color, intensity, coverage
[6]FoldingWave folding foam
[7]ProceduralProcedural noise and detail
[8]MaskWater masking
[9]GGXGGX specular reflections
[10]UnderwaterModeUnderwater rendering mode
[11]UnderwaterUnderwater fog and color
[12]VolumetricFogVolumetric fog settings
[13]MaskUnderwaterUnderwater masking
[14]BubblesSettingsBubble particles
[15]WaterProjectionWater projection settings
[16]GlobalDisplacementGlobal wave displacement
[17]BaseOffsetBase height offset
[18]Wave_1First wave layer parameters
[19]Wave_2Second wave layer parameters
[20]Wave_3Third wave layer parameters
[21]Wave_4Fourth wave layer parameters
[22]SummarizeWave summary/complexity
[23]EnableWetnessWetness toggle
[24]WetnessWetness parameters

How Inclusion Groups Work:

  • Included — Parameters from this group are loaded from the preset.
  • Excluded — Parameters from this group use the ocean actor's own values (allowing manual override).

Use Cases:

ScenarioIncludeExclude
Full preset applicationAll groupsNone
Custom waves with preset lookSurface, Foam, UnderwaterWave_1-4, GlobalDisplacement
Preset waves with custom foamWave_1-4, SummarizeFoam, Folding
Only underwater from presetUnderwater, UnderwaterModeEverything else

This system provides granular control over which aspects of the preset are applied, enabling powerful customization workflows.

Preset Inclusion Groups


Creating Custom Presets — Workflow

Starting from Scratch

  1. Create a new Oceanology Ocean Preset asset.
  2. Open the asset and configure all parameters manually.
  3. Save the asset.
  4. Assign to your ocean actor.

Starting from Existing Ocean

  1. Configure your ocean actor to look exactly how you want.
  2. Create a new Oceanology Ocean Preset asset.
  3. Copy values from the ocean actor to the preset.
  4. Save the preset for reuse.

Duplicating Presets

  1. Right-click an existing preset in Content Browser.
  2. Select Duplicate.
  3. Rename the new preset.
  4. Modify parameters as needed.

Preset Organization Best Practices

Naming Convention

[Type]_[Environment]_[Variation]

Examples:
OP_Tropical_Calm
OP_Tropical_Stormy
OP_Arctic_Frozen
OP_Mediterranean_Clear
OP_DeepOcean_Dark
LP_MountainLake_Clear (LP = Lake Preset)
LP_Swamp_Murky

Folder Structure

Content/
└── Ocean/
└── Presets/
├── Tropical/
│ ├── OP_Tropical_Calm
│ ├── OP_Tropical_Stormy
│ └── OP_Tropical_Sunset
├── Arctic/
│ ├── OP_Arctic_Calm
│ └── OP_Arctic_Frozen
└── Lakes/
├── LP_MountainLake_Clear
└── LP_Swamp_Murky

Troubleshooting Common Issues

ProblemLikely CauseSolution
Preset not applyingPreset not assignedSelect preset in ocean actor's Preset property
Only some settings applyInclusion groups filteredCheck Preset Inclusion Groups array
Changes to preset not visibleAsset not savedSave the preset asset after editing
Ocean looks different than preset previewLighting/environment differencePreset only controls water, not scene lighting
Can't find preset in dropdownWrong preset typeUse Ocean Preset for ocean, Lake Preset for lake
Preset overriding manual tweaksInclusion group enabledRemove the group from Inclusion Groups array

Summary

In this guide, you learned how to:

  1. Create a Preset asset — Use Miscellaneous menu to create Ocean or Lake presets.
  2. Configure preset parameters — Set all ocean visual properties in the preset asset.
  3. Assign presets to ocean actors — Reference presets in the Preset category.
  4. Use Preset Inclusion Groups — Selectively apply only certain parameter categories.
  5. Organize presets — Follow naming conventions and folder structures for maintainability.

Presets are powerful tools for managing ocean configurations across your project. They enable rapid iteration, easy sharing, and consistent water appearance throughout your game.


Quick Reference

Preset Types

TypeUse ForActor
Oceanology Ocean PresetInfinite oceansBP_OceanologyInfiniteOcean
Oceanology Lake PresetBounded lakesBP_OceanologyLake

Inclusion Groups Summary

CategoryGroups
WavesWave_1, Wave_2, Wave_3, Wave_4, Summarize, GlobalDisplacement, BaseOffset
SurfaceSurfaceScattering, Refraction, HorizonCorrection, GGX
FoamFoam, Folding
UnderwaterUnderwater, UnderwaterMode, MaskUnderwater, VolumetricFog, BubblesSettings
EffectsCaustics, WaterProjection, Flipbook, Procedural, Mask
ShorelineEnableWetness, Wetness

End of Presets Guide