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Oceanology Next-Gen — Buoyancy

Last updated: 2025-12-10

Prerequisites

  • Unreal Engine 5.6 or newer.
  • Oceanology Next-Gen installed and configured (see the Setup page).
  • At least one Oceanology Next-Gen water body placed in your level (Infinite Ocean or Lake).
  • Basic familiarity with Blueprints, Physics, and Components in Unreal Engine.

Notes

  • Oceanology Next-Gen uses a pontoon-based buoyancy system that simulates realistic floating behavior. Pontoons are virtual sampling points that query the water surface height and apply upward forces to keep objects afloat.
  • The buoyancy system works in conjunction with Oceanology Water Volume actors, which define the regions where buoyancy and swimming are enabled.
  • The OceanBuoyancy component can be added to any actor with physics enabled. It handles all buoyancy calculations, wave response, and optional flow physics.
  • Proper physics and collision configuration on the root component is essential for realistic floating behavior. Child meshes should have physics disabled to avoid conflicts.
  • The system supports 5 pontoons by default, positioned at the corners and center of typical boat hulls. You can customize pontoon positions for any vessel shape.

Step-by-step

1. Add an Oceanology Water Volume to your level

Open your level and use the Quickly Add to the Project menu (the + button in the toolbar or right-click in the viewport). Type oceanology in the search field to filter the available actors.

You will see several Oceanology actors available:

Volumes:

  • Oceanology Water Niagara Waves Volume — Enables Niagara-based wave effects in specific regions.
  • Oceanology Water Volume — Defines regions for buoyancy and underwater effects. Required for the buoyancy system.

All Actors:

  • BP_OceanologyChronos — Time-of-day controller for dynamic lighting.
  • Oceanology Infinite Ocean — An infinite ocean water body with full wave simulation.
  • Oceanology Lake — A bounded lake water body.
  • Oceanology Light Source Controller — Controls light source behavior with water.
  • Oceanology Manager — The central controller for all Oceanology systems.
  • Oceanology Material to Struct Converter — Utility for converting material parameters.
  • Oceanology Preset Converter Actor — Converts presets between versions.
  • Oceanology Scrubber — Utility actor for timeline scrubbing.
  • Oceanology Water Depth Debugger — Visualizes water depth calculations.
  • Oceanology Water Interactor — Enables interaction effects with water.
  • Oceanology Water Niagara Waves Volume — Niagara wave effects volume.
  • Oceanology Water Surface Debugger — Visualizes wave calculations for debugging.
  • Oceanology Water Volume — Water physics volume.
  • Oceanology Wave Audio — Dynamic audio based on wave conditions.

For buoyancy to work, you need both a water body (Infinite Ocean or Lake) and an Oceanology Water Volume that encompasses the area where floating objects will exist.

Oceanology actors in Quick Add menu

2. Configure the Oceanology Water Volume

Select OceanologyWaterVolume in the Outliner. In the Details panel, you will see the Transform and Settings categories.

Transform Settings: Configure the volume's position, rotation, and scale to cover your gameplay area. The default scale of 50.0 x 50.0 x 20.0 creates a volume of 5000 x 5000 x 2000 Unreal units. Set Mobility to Static for best performance.

Settings Parameters:

ParameterDefaultDescription
Set Volume BoundsButtonClick to automatically calculate volume bounds based on the selected water body.
Oceanology WaterOceanologyInfiniteOceanReference to the water body this volume is associated with.
Bounds Align ActorNoneOptional actor to align the volume bounds with.
Check Initial Overlap on Begin PlayWhen enabled, checks for overlapping actors when the game starts.
Initial Overlap on Begin Play Delay0.5Delay in seconds before checking initial overlaps.
Enable Buoyancy in AreaMaster toggle for buoyancy within this volume. Must be enabled for floating objects.
Enable Swimming in AreaEnables swimming mechanics for characters within this volume.
Physics Volume Terminal Velocity4000.0Maximum falling speed for objects within the volume.
Physics Volume Priority0Priority level when multiple volumes overlap.
Physics Volume Fluid Friction0.7Friction applied to objects moving through the water volume.

Ensure Enable Buoyancy in Area is checked for floating objects to work correctly.

Oceanology Water Volume Settings

3. Link the Water Volume to your water body

Click the dropdown next to Oceanology Water to select which water body this volume should reference. The browser will show all available Oceanology water bodies in your level.

Available Options:

  • Use Selected — Uses the currently selected actor in the viewport.
  • Edit — Opens the referenced asset for editing.
  • Copy — Copies the reference.
  • Paste — Pastes a copied reference.
  • Clear — Removes the reference.

In the Browse section, you will see water bodies present in your level:

  • OceanologyInfiniteOcean — The infinite ocean actor.
  • OceanologyLake — Lake actors if present.

Select the appropriate water body for your scene. For open ocean environments, choose OceanologyInfiniteOcean.

Selecting Oceanology Water reference


Adding Buoyancy to Vessels

Oceanology Next-Gen includes prefab vessels ready for buoyancy, and you can also add buoyancy to your own actors.

4. Locate the prefab vessels

In the Content Browser, navigate to: Plugins > OCEANOLOGY NEXT-GEN > Design > Ocean > Blueprints > Prefabs

Here you will find several ready-to-use vessel Blueprints:

PrefabDescription
BP_FishingBoat_BoxCollisionFishing boat using box collision for physics. Recommended for most use cases.
BP_FishingBoat_Custom_CollisionFishing boat with custom collision mesh for more accurate physics.
BP_Floating_VillageBoatTraditional village-style boat.
BP_MossyBoatWeathered boat with moss details.
BP_RaftSimple wooden raft platform.

These prefabs demonstrate the correct component hierarchy and physics setup for buoyant vessels.

Prefab vessels in Content Browser

5. Add the OceanBuoyancy component

To add buoyancy to any actor, open the Blueprint and click + Add in the Components panel. Type ocean in the search field to filter available components.

Buoyancy Components:

  • Ocean Buoyancy — The main buoyancy component that handles floating physics.

Custom Components:

  • Ocean Audio — Adds dynamic ocean audio to the actor.
  • Ocean Swimming — Enables swimming behavior for characters.
  • Oceanology Empty Wave Solver — Base wave solver for custom implementations.
  • Oceanology Game Time — Syncs actor with game time.
  • Oceanology Gerstner Wave Solver — Gerstner wave calculation component.
  • Oceanology Heightmap — Heightmap-based water surface sampling.
  • Oceanology Infinite — Infinite ocean mesh component.
  • Oceanology Underwater — Underwater effects component.

Water Interaction:

  • Ocean Water Interactor Mesh — Enables mesh-based water interaction effects.

Select Ocean Buoyancy to add it to your actor.

Adding OceanBuoyancy component

6. Understand the component hierarchy

After adding the OceanBuoyancy component, your vessel Blueprint should have a hierarchy similar to:

BP_FishingBoat_BoxCollision (Self)
├── Box Collision ← Root component (physics enabled)
│ ├── SM_FishingBoat ← Visual mesh (physics disabled)
│ └── SM_FishingBoat_Mask ← Water mask mesh (physics disabled)
└── OceanBuoyancy ← Buoyancy component

Key Points:

  • The root component (Box Collision) handles all physics simulation.
  • Child meshes should have physics disabled to prevent conflicts.
  • The OceanBuoyancy component can be placed anywhere in the hierarchy but typically sits at the root level.
  • The Mask mesh is used for underwater rendering effects and should have no collision.

Component hierarchy


Configuring Physics for the Root Component

The root component requires specific physics settings for buoyancy to function correctly.

7. Configure the root component physics

Select the Box Collision (root component) in the Components panel. In the Details panel, locate the Physics category.

Required Physics Settings:

ParameterValueDescription
Simulate PhysicsMust be enabled. This allows the physics engine to move the object.
Mass (kg)Auto-calculatedThe mass is calculated from the collision volume and density. For the fishing boat, approximately 1146.53 kg.
Linear Damping1.0Reduces linear velocity over time. Higher values make the boat settle faster.
Angular Damping1.0Reduces rotational velocity. Prevents excessive spinning.
Enable GravityGravity must be enabled for buoyancy forces to counteract it.

Advanced Settings:

  • Gravity Group Index: 0 — Uses default gravity.
  • Update Kinematic from Simulation: — Not needed for dynamic physics.
  • Gyroscopic Torque Enabled: — Optional, can add realism for spinning objects.
  • Apply Impulse on Damage: — Enables physics response to damage events.
  • Replicate Physics to Autonomous Proxy: — Required for multiplayer replication.

The combination of Simulate Physics enabled with appropriate damping values creates smooth, realistic floating behavior.

Root component Physics settings

8. Configure the root component collision

With the Box Collision (root component) still selected, scroll down to the Collision category in the Details panel.

Collision Settings:

ParameterValueDescription
Simulation Generates Hit EventsOptional. Enable if you need to respond to collision hits in Blueprints.
Phys Material OverrideNoneOptional physical material for custom friction/restitution.
Generate Overlap EventsRequired. Enables overlap detection with Water Volumes.
Can Character Step Up OnYesAllows characters to walk on the vessel deck.

Collision Presets:

ParameterValueDescription
Collision PresetsCustom...Use custom settings for full control.
Collision EnabledCollision Enabled (Query and Physics)Enables both physics collision and overlap queries.
Object TypePhysicsBodyIdentifies this as a physics-simulated object.

Collision Responses: The collision matrix determines how this object interacts with different object types.

ChannelIgnoreOverlapBlock
Trace Responses
— Visibility
— Camera
Object Responses
— WorldStatic
— WorldDynamic
— Pawn
— PhysicsBody
— Vehicle
— Destructible

Key Points:

  • Block WorldStatic — Prevents the boat from falling through terrain and docks.
  • Block PhysicsBody — Enables collision with other physics objects.
  • Ignore Pawn — Allows characters to overlap for boarding detection.
  • Ignore Visibility/Camera — Prevents interference with camera and visibility traces.

Root component Collision settings


Configuring Child Mesh Components

Child meshes in the hierarchy should have physics disabled to prevent conflicts with the root component's physics simulation. Each child serves a specific purpose and requires different collision settings.

9. Select the visual mesh component

In the Components panel, select SM_FishingBoat — this is the main visual mesh that players see.

The component hierarchy should show:

BP_FishingBoat_BoxCollision (Self)
├── Box Collision
│ ├── SM_FishingBoat ← Select this
│ └── SM_FishingBoat_Mask
└── OceanBuoyancy

This mesh provides the visual representation of the vessel but should not participate in physics simulation.

Selecting SM_FishingBoat component

10. Disable physics on the visual mesh

With SM_FishingBoat selected, locate the Physics category in the Details panel.

Required Physics Settings:

ParameterValueDescription
Simulate PhysicsMust be disabled. Only the root component should simulate physics.
Mass (kg)0.0Not applicable when physics is disabled.
Linear Damping1.0Default value, not used.
Angular Damping1.0Default value, not used.
Enable GravityCan remain enabled but has no effect without Simulate Physics.

Why Disable Physics on Child Meshes?

  • Prevents double physics simulation that causes erratic behavior.
  • The root component's physics drives all movement.
  • Child meshes follow the root component automatically through attachment.
  • Reduces computational overhead.

All other physics settings should remain at their defaults since they have no effect when Simulate Physics is disabled.

SM_FishingBoat Physics settings

11. Configure collision for the visual mesh

Scroll to the Collision category for SM_FishingBoat.

Collision Settings:

ParameterValueDescription
Simulation Generates Hit EventsNot needed for visual mesh.
Phys Material OverrideNoneNo override needed.
Generate Overlap EventsEnabled for interaction detection.
Can Character Step Up OnYesAllows characters to walk on the mesh surface.

Collision Presets:

ParameterValueDescription
Collision PresetsCustom...Custom configuration.
Collision EnabledCollision Enabled (Query and Physics)Enables collision queries for character movement.
Object TypePawnTreated as a walkable surface for characters.

Collision Responses: Configure all channels to Block for character walkability:

ChannelIgnoreOverlapBlock
Trace Responses
— Visibility
— Camera
Object Responses
— WorldStatic
— WorldDynamic
— Pawn
— PhysicsBody
— Vehicle
— Destructible

Purpose: This configuration allows characters to walk on the deck, enables line traces for interactions, and provides blocking collision for gameplay elements while the actual physics movement is handled by the root component.

SM_FishingBoat Collision settings


Configuring the Water Mask Mesh

The mask mesh is used for underwater rendering effects and should have no collision to avoid interfering with gameplay.

12. Select the mask mesh component

In the Components panel, select SM_FishingBoat_Mask.

BP_FishingBoat_BoxCollision (Self)
├── Box Collision
│ ├── SM_FishingBoat
│ └── SM_FishingBoat_Mask ← Select this
└── OceanBuoyancy

The mask mesh defines the boundary between above-water and underwater rendering for the vessel. It typically uses a simplified geometry that matches the hull waterline.

Selecting SM_FishingBoat_Mask component

13. Disable physics on the mask mesh

With SM_FishingBoat_Mask selected, configure the Physics category.

Required Physics Settings:

ParameterValueDescription
Simulate PhysicsMust be disabled.
Mass (kg)756.5625Auto-calculated but not used.
Linear Damping1.0Default value, not used.
Angular Damping1.0Default value, not used.
Enable GravityHas no effect without Simulate Physics.

The mask mesh should never simulate physics — it exists purely for rendering purposes.

SM_FishingBoat_Mask Physics settings

14. Disable collision on the mask mesh

Configure the Collision category for SM_FishingBoat_Mask to have no collision.

Collision Settings:

ParameterValueDescription
Simulation Generates Hit EventsDisabled.
Phys Material OverrideNoneNot needed.
Generate Overlap EventsDisabled. No overlap detection needed.
Can Character Step Up OnNoCharacters should not interact with this mesh.

Collision Presets:

ParameterValueDescription
Collision PresetsCustom...Custom configuration.
Collision EnabledNo CollisionCompletely disabled.
Object TypeWorldStaticDefault type, irrelevant with no collision.

Collision Responses: Set all channels to Ignore:

ChannelIgnoreOverlapBlock
Trace Responses
— Visibility
— Camera
Object Responses
— WorldStatic
— WorldDynamic
— Pawn
— PhysicsBody
— Vehicle
— Destructible

Why No Collision?

  • The mask mesh is purely for underwater rendering effects.
  • It should not interfere with character movement or physics.
  • It should not block line traces or visibility checks.
  • Having collision would cause conflicts with the visual mesh collision.

SM_FishingBoat_Mask Collision settings


Configuring the OceanBuoyancy Component

The OceanBuoyancy component contains all the parameters that control how your vessel floats and responds to waves.

15. Select the OceanBuoyancy component

In the Components panel, select OceanBuoyancy.

BP_FishingBoat_BoxCollision (Self)
├── Box Collision
│ ├── SM_FishingBoat
│ └── SM_FishingBoat_Mask
└── OceanBuoyancy ← Select this

The OceanBuoyancy component handles all buoyancy calculations, pontoon sampling, wave response forces, and optional flow physics. It works by querying water surface heights at pontoon positions and applying appropriate forces to the physics body.

Selecting OceanBuoyancy component

16. Configure buoyancy parameters

With OceanBuoyancy selected, locate the Buoyancy category in the Details panel. This section contains the core buoyancy simulation parameters.

Debug Buttons: At the top of the category, you'll find utility buttons:

  • DebugPontoons — Visualizes pontoon positions in the viewport.
  • ToggleDebug — Toggles debug visualization on/off.
  • VerifySetup — Validates the buoyancy configuration and reports issues.

Core Buoyancy Parameters:

ParameterDefaultDescription
Buoyancy Update Interval0.0Time between buoyancy updates in seconds. 0.0 means update every frame. Higher values reduce CPU usage but decrease precision.
Should Check First Init with Fake CollisionPerforms initial collision check to ensure proper setup.
Default Mesh Density700.0Density of the vessel in kg/m³. Wood is ~500-700, steel is ~7800. Lower values make objects float higher.
Water Fluid Density1030.0Density of water in kg/m³. Saltwater is ~1025-1030, freshwater is ~1000.
Water Fluid Linear Damping1.0Damping applied to linear movement when in water. Higher values slow down movement faster.
Water Fluid Angular Damping2.5Damping applied to rotation when in water. Higher values reduce rocking/spinning.
Water Velocity Damper0.1, 0.1, 0.1Per-axis velocity damping (X, Y, Z). Fine-tune movement resistance in each direction.
Limit Underwater Max VelocityWhen enabled, caps the maximum underwater velocity.
Max Underwater Velocity1000.0Maximum velocity when underwater (only applies if limit is enabled).

Additional Settings:

ParameterDefaultDescription
Pontoons5 Array elementsArray of pontoon configurations. See next step for details.
Wave XY Directional Force EnabledApplies horizontal forces from waves, making the vessel drift with wave direction.
Wind Force EnabledWhen enabled, applies wind forces to the vessel.
Wind Force Multiplier1.0Multiplier for wind force strength.

Buoyancy Physics Explained: The buoyancy force is calculated using the formula: F = ρ × g × V where ρ is water density, g is gravity, and V is submerged volume. The system approximates this using pontoons as sample points. Each pontoon queries the water height and applies an upward force proportional to its depth below the surface.

OceanBuoyancy parameters


Configuring Pontoons

Pontoons are the sampling points that determine how the vessel interacts with the water surface. Their positions and properties define the floating behavior.

17. Configure pontoon positions

Expand the Pontoons array in the Buoyancy category. The default configuration includes 5 pontoons positioned at strategic points on the vessel hull.

Pontoon Array Structure: Each pontoon (Index [0] through [4]) has the following properties:

PropertyDescription
SocketOptional socket name to attach the pontoon to. None uses world position.
PontoonLocal position offset (X, Y, Z) relative to the actor origin.
RadiusSphere radius for water surface sampling. Larger values smooth out small waves.
Density OverrideCustom density for this pontoon. 0.0 uses the default mesh density.
ModeBuoyancy for floating forces, other modes available for special behaviors.

Default Pontoon Configuration:

IndexPosition (X, Y, Z)RadiusPurpose
[0]250.0, 0.0, 0.010.0Bow (front center)
[1]100.0, 100.0, 0.010.0Front starboard (right)
[2]100.0, -100.0, 0.010.0Front port (left)
[3]-250.0, 100.0, 0.010.0Rear starboard
[4]-250.0, -100.0, 0.010.0Rear port

Pontoon Placement Strategy:

  • Place pontoons at the corners and extremities of the hull for stability.
  • The bow pontoon (front) helps the vessel ride over waves.
  • Side pontoons provide roll stability (prevents tipping left/right).
  • Rear pontoons provide pitch stability (prevents nose-diving).
  • For larger vessels, add more pontoons along the hull length.
  • For unstable vessels, increase the distance between pontoons or add more.

Radius Considerations:

  • Smaller radius (5-10) = More responsive to small waves, can feel jittery.
  • Larger radius (20-50) = Smoother response, may miss small wave details.
  • Match radius to vessel size: small boats ~10, large ships ~30-50.

Pontoons configuration


Configuring Flow Physics

Flow physics simulates the effect of water currents and wave motion pushing the vessel in a direction.

18. Configure flow settings

Expand the Flow category in the OceanBuoyancy component.

Flow Parameters:

ParameterDefaultDescription
Enable Flow PhysicsMaster toggle for flow physics simulation.
Angle Adjusted Force Strength35.0Strength of the directional force applied based on wave angle. Higher values push the vessel more strongly in the wave direction.
Orient Mesh Rotation Yaw Toward...When enabled, gradually rotates the vessel to align with flow direction.

Flow Physics Behavior:

  • When enabled, waves apply horizontal forces to the vessel based on their direction and steepness.
  • The vessel will drift in the direction waves are traveling.
  • This creates realistic behavior where vessels move with swells and currents.
  • Disable for stationary objects like docks or anchored vessels.

Tuning Tips:

  • Low values (10-20): Subtle drift, vessel mostly holds position.
  • Medium values (30-50): Noticeable drift, good for realistic open-water behavior.
  • High values (70-100): Strong drift, vessel moves significantly with waves.

For vessels with engines or propulsion, you may want lower values so players can maintain control against the current.

Flow settings


Debug Visualization

The debug system helps visualize pontoon positions and buoyancy calculations during development.

19. Configure debug options

Expand the Debug category in the OceanBuoyancy component.

Debug Parameters:

ParameterDefaultDescription
Debug EnabledMaster toggle for debug visualization.
Debug Sphere Color PontoonsWhiteColor of spheres showing pontoon positions.
Debug Sphere Color Buoyancy Loc...RedColor indicating buoyancy force application points.
Debug Sphere Color Buoyancy Loc...MagentaSecondary buoyancy location color.
Debug Sphere Segments12Number of segments for debug spheres. Higher = smoother spheres.

Using Debug Visualization:

  1. Enable Debug — Check the Debug Enabled box.
  2. Play in Editor — Enter Play mode (PIE) or Simulate mode.
  3. Observe Spheres — You will see colored spheres at each pontoon position.
  4. Analyze Behavior:
    • Spheres below water surface = pontoon is submerged, applying upward force.
    • Spheres above water surface = pontoon is above water, no force applied.
    • Uneven sphere depths = vessel is tilted.

Debugging Common Issues:

ObservationLikely CauseSolution
Vessel sinks completelyDensity too high or not enough pontoonsLower Default Mesh Density or add pontoons
Vessel floats too highDensity too lowIncrease Default Mesh Density
Vessel rocks excessivelyPontoons too close togetherSpread pontoons further apart
Vessel tips to one sideAsymmetric pontoon placementMirror pontoon positions on both sides
Vessel doesn't respond to wavesWave XY Force disabledEnable Wave XY Directional Force
Jittery movementPontoon radius too smallIncrease pontoon Radius values

Performance Note: Disable debug visualization in shipping builds as it adds rendering overhead.

Debug settings


Component Configuration Summary

The following table summarizes the correct physics and collision settings for each component type:

ComponentSimulate PhysicsCollision EnabledObject TypePurpose
Root (Box Collision)✓ EnabledQuery and PhysicsPhysicsBodyDrives all physics movement
Visual Mesh☐ DisabledQuery and PhysicsPawnWalkable surface, visual representation
Mask Mesh☐ DisabledNo CollisionWorldStaticUnderwater rendering only
OceanBuoyancyN/AN/AN/ABuoyancy calculations

Buoyancy Parameter Reference

Core Buoyancy Parameters

ParameterRangeDefaultDescription
Buoyancy Update Interval0.01.00.0Update frequency. 0 = every frame
Default Mesh Density100.08000.0700.0Object density in kg/m³
Water Fluid Density900.01100.01030.0Water density in kg/m³
Water Fluid Linear Damping0.010.01.0Linear movement damping
Water Fluid Angular Damping0.010.02.5Rotational damping

Pontoon Parameters

ParameterRangeDefaultDescription
Pontoon PositionAnyVariesLocal offset from actor origin
Radius1.0100.010.0Sampling sphere radius
Density Override0.08000.00.0Per-pontoon density (0 = use default)

Flow Parameters

ParameterRangeDefaultDescription
Enable Flow PhysicsBooleanToggle flow forces
Angle Adjusted Force Strength0.0200.035.0Flow push strength

Preset Configurations

The following presets demonstrate common vessel configurations:

Vessel TypeMesh DensityAngular DampingPontoonsFlow StrengthNotes
Small Raft400.01.5450.0Light, responsive to waves
Fishing Boat700.02.5535.0Balanced, general purpose
Large Ship900.04.08-1220.0Stable, resists wave motion
Cargo Barge600.05.0615.0Very stable, slow response
Speedboat500.01.0440.0Fast, responsive
Sailboat550.02.0560.0Affected by wind and waves

Interaction with Other Systems

SystemInteraction
WavesPontoons sample Gerstner wave heights. Higher amplitude waves = more dramatic floating motion.
Water VolumeBuoyancy only activates within Oceanology Water Volume actors with Enable Buoyancy in Area checked.
SwimmingSwimming characters interact with the same water surface. Vessels and swimmers share consistent water heights.
PhysicsBuoyancy applies forces to the physics body. Collisions, constraints, and other physics features work normally.
NiagaraFoam and spray effects can be triggered based on vessel velocity and wave interaction.
Flow/RiversFlow physics respects river current directions when using river water bodies.

Troubleshooting

ProblemLikely CauseSolution
Vessel doesn't floatPhysics not enabled on rootEnable Simulate Physics on root component
Vessel falls through waterNo Water Volume overlapPlace Oceanology Water Volume covering the area
Vessel floats but doesn't moveFlow physics disabledEnable Wave XY Directional Force
Vessel spins uncontrollablyLow angular dampingIncrease Water Fluid Angular Damping
Vessel is unstablePontoons too close togetherSpread pontoons to hull extremities
Buoyancy feels delayedHigh update intervalSet Buoyancy Update Interval to 0.0
Child meshes move independentlyPhysics enabled on childrenDisable Simulate Physics on all child meshes
No debug spheres visibleDebug disabledEnable Debug Enabled in Debug category
Vessel doesn't respond in multiplayerReplication issuesEnable Replicate Physics to Autonomous Proxy

Summary

In this guide, you learned how to:

  1. Add an Oceanology Water Volume — Place and configure the volume that enables buoyancy in specific areas.
  2. Configure volume settings — Set up buoyancy and swimming options, physics parameters, and water body references.
  3. Link to a water body — Connect the volume to your Infinite Ocean or Lake actor.
  4. Locate prefab vessels — Find ready-to-use buoyant vessel Blueprints in the plugin content.
  5. Add the OceanBuoyancy component — Attach the buoyancy component to any actor.
  6. Understand component hierarchy — Learn the correct structure with root physics and child meshes.
  7. Configure root physics — Set up Simulate Physics, mass, and damping for realistic floating.
  8. Configure root collision — Set up collision presets with PhysicsBody type and appropriate response channels.
  9. Select the visual mesh — Identify the main visual mesh component in the hierarchy.
  10. Disable child physics — Prevent conflicts by disabling Simulate Physics on all child meshes.
  11. Configure visual mesh collision — Enable walkability with Pawn object type and Block responses.
  12. Select the mask mesh — Identify the underwater rendering mask component.
  13. Disable mask physics — Ensure the mask mesh has no physics simulation.
  14. Disable mask collision — Configure no collision for rendering-only components.
  15. Select OceanBuoyancy — Access the main buoyancy component settings.
  16. Configure buoyancy parameters — Set density, damping, and wave response options.
  17. Configure pontoons — Position sampling points for stable floating behavior.
  18. Enable flow physics — Allow wave-driven movement and drift.
  19. Use debug visualization — Troubleshoot issues with visual pontoon feedback.

With this knowledge, you can create any floating vessel from simple rafts to complex ships, all with realistic wave response and physics interaction.