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Riverology — Buoyancy

Last updated: 2025-12-08

Prerequisites

  • Unreal Engine 5.6 or newer.
  • Oceanology Legacy installed and configured (see the Setup page).
  • A BP_Riverology actor placed in your level with waves configured (see the River Waves page).
  • Basic familiarity with physics simulation, collision, and Static Mesh Actors in Unreal Engine.

Notes

  • Riverology includes a built-in buoyancy system that allows objects to float on the river surface without requiring additional components. Unlike ocean buoyancy which uses the OceanBuoyancyComponent, river buoyancy is handled directly by the BP_Riverology actor.
  • Any physics-simulating actor that overlaps with the river volume will automatically receive buoyancy forces when Enable Buoyancy is active on the river.
  • The buoyancy calculation respects wave height, meaning floating objects will rise and fall with the river's Gerstner wave simulation.
  • River buoyancy also applies flow forces, pushing objects downstream along the spline direction. This creates realistic current behavior for floating debris, boats, or characters.

Step-by-step

1. Add the Riverology actor 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 BP_Riverology in the search field.

Select BP_Riverology from the results and drag it into your scene. This Blueprint contains the river spline, water rendering, wave simulation, and buoyancy system.

If you already have a river placed, you can skip this step and select the existing BP_Riverology actor.

Add BP_Riverology from Quick Add menu

2. Enable buoyancy on the river

Select the BP_Riverology actor in your level. In the Details panel, configure the following settings:

Transform:

PropertyValueDescription
LocationX, Y, ZPosition of the river spline origin
Rotation0.0°, 0.0°, 0.0°Orientation of the river
Scale1.0, 1.0, 1.0Uniform scale (typically unchanged)
MobilityMovableRequired for runtime physics interaction

Buoyancy:

PropertyValueDescription
Enable Buoyancy✅ EnabledMaster toggle for river buoyancy system

Important: The Mobility must be set to Movable for buoyancy to function. Static or Stationary rivers cannot apply physics forces to overlapping actors.

When Enable Buoyancy is checked, any physics-simulating actor that enters the river volume will automatically receive upward buoyancy forces and downstream flow forces.

BP_Riverology buoyancy settings


Configuring Buoyant Objects

For an object to float in the river, it must be properly configured for physics simulation. This section demonstrates the required settings using a simple cube.

3. Configure the Static Mesh for physics simulation

Create or select a Static Mesh Actor that you want to float in the river. In the Details panel, configure the following:

Static Mesh:

PropertyValueDescription
Static MeshCube (or any mesh)The visual geometry of the floating object

Physics:

PropertyValueDescription
Simulate Physics✅ EnabledCritical — Enables physics simulation
Mass (kg)177.827942Calculated from mesh volume and density. Affects how deep the object floats.
Linear Damping0.01Resistance to linear movement. Low values allow free floating.
Angular Damping0.0Resistance to rotation. Zero allows natural tumbling in current.
Enable Gravity✅ EnabledGravity pulls down, buoyancy pushes up

Constraints:

PropertyValueDescription
Lock PositionX ❌ Y ❌ Z ❌All unlocked for free movement
Lock RotationX ❌ Y ❌ Z ❌All unlocked for natural rotation
ModeDefaultStandard constraint behavior

Advanced Physics Options:

PropertyValueDescription
Gravity Group Index0Default gravity group
Update Kinematic from Simulation❌ DisabledNot needed for standard buoyancy
Gyroscopic Torque Enabled❌ DisabledSimplifies rotation behavior
Ignore Radial Impulse❌ DisabledAllows explosion forces
Ignore Radial Force❌ DisabledAllows radial force fields
Apply Impulse on Damage✅ EnabledReacts to damage events
Replicate Physics to Autonomous Proxy✅ EnabledNetwork replication support

The Mass value is particularly important for buoyancy behavior. Heavier objects sit lower in the water and are more resistant to wave motion, while lighter objects bob more dramatically.

Static Mesh physics configuration

4. Configure collision settings

Still on the Static Mesh Actor, locate the Collision category. Proper collision setup is essential for buoyancy detection.

Collision:

PropertyValueDescription
Simulation Generates Hit Events❌ DisabledOptional — enable for impact sounds/effects
Phys Material OverrideNoneUses default physical material
Generate Overlap Events✅ EnabledRequired — Detects river volume overlap
Can Character Step Up OnYesAllows characters to stand on floating object

Collision Presets:

PropertyValueDescription
Collision PresetsPhysicsActorPre-configured for physics objects
Collision EnabledCollision Enabled (Query and Physics)Full collision support
Object TypePhysicsBodyIdentifies as a physics-simulated object

Collision Responses:

ChannelIgnoreOverlapBlock
Visibility
Camera
WorldStatic
WorldDynamic
Pawn
PhysicsBody
Vehicle
Destructible

The PhysicsActor preset provides sensible defaults for most floating objects. All channels are set to Block, ensuring the object collides properly with the environment and other physics objects.

Streaming Settings:

PropertyValue
Generate Overlap Events During Level Streaming❌ Disabled
Update Overlaps Method During Level StreamingUse Config Default
Default Update Overlaps Method During Level StreamingOnly Update Movable

Collision configuration

5. Configure actor settings

In the Actor category, configure general actor properties that affect spawning and gameplay:

PropertyValueDescription
Actor GuidAuto-generatedUnique identifier for this actor instance
1 selected inPersistent LevelLevel where this actor resides
Convert ActorSelect a TypeOption to convert to different actor type
Can be Damaged✅ EnabledAllows damage events to affect this actor
Initial Life Span0.0Infinite lifespan (0 = never destroyed)
Spawn Collision Handling MethodAlways Spawn, Ignore CollisionsEnsures spawning even if overlapping

The Spawn Collision Handling Method is important for runtime-spawned floating objects. Setting it to Always Spawn, Ignore Collisions ensures objects appear even if they initially overlap with terrain or other actors.

Actor settings


Buoyancy Behavior Summary

When properly configured, floating objects in Riverology exhibit these behaviors:

BehaviorDescription
Vertical BuoyancyObjects are pushed upward to float at the water surface
Wave ResponseObjects rise and fall with Gerstner wave motion
Flow ForceObjects are pushed downstream along the spline direction
Mass-Dependent DepthHeavier objects float lower in the water
Damping EffectsLinear/Angular damping affects how quickly objects settle

Object Configuration Reference

Physics Settings by Object Type

Object TypeMass (kg)Linear DampingAngular DampingNotes
Small Debris1100.50.5Bobs freely, moves quickly with current
Wooden Crate501500.10.1Stable floating, moderate wave response
Barrel1003000.20.3Rolls naturally in current
Log2005000.050.1Slow, stable, aligned with flow
Small Boat50020001.01.0Stable platform, dampened motion
Large Vessel5000+1.51.5Minimal wave response, strong stability

Damping Guidelines

Damping ValueEffect
0.0No resistance — object moves/rotates freely
0.010.1Minimal resistance — natural floating behavior
0.51.0Moderate resistance — stabilized motion
2.05.0High resistance — sluggish, dampened response
10.0+Extreme resistance — nearly stationary in water

River vs Ocean Buoyancy Comparison

AspectOcean BuoyancyRiver Buoyancy
Component RequiredOceanBuoyancyComponentNone (built into BP_Riverology)
Pontoon SystemYes (configurable points)No (automatic volume detection)
Flow ForcesOptional (via settings)Automatic (follows spline)
Wave SamplingPer-pontoonPer-object center
Setup ComplexityHigher (component + pontoons)Lower (just enable physics)
Fine-TuningExtensive parametersLimited to physics settings

When to use which:

  • Ocean Buoyancy — Complex vessels requiring precise floating behavior, multiple pontoon sampling, custom buoyancy forces.
  • River Buoyancy — Simple floating objects, debris, quick prototyping, objects that need to flow with current.

Integration with Other Systems

SystemInteraction
River WavesWave amplitude affects vertical displacement of floating objects
LandscapeRiver depth from terrain deformation determines buoyancy volume
Flow DirectionObjects are pushed along the spline tangent direction
Niagara EffectsSplash particles can be triggered by floating object collisions
SwimmingCharacters use different buoyancy system (see Swimming page)

Troubleshooting Common Issues

ProblemLikely CauseSolution
Object doesn't floatSimulate Physics disabledEnable Simulate Physics on the object
Object sinks immediatelyMass too highReduce Mass value or increase object volume
Object flies out of waterMass too lowIncrease Mass value
Object doesn't move with currentRiver Mobility not MovableSet BP_Riverology Mobility to Movable
Buoyancy not working at allEnable Buoyancy uncheckedEnable the checkbox on BP_Riverology
Object passes through riverbedCollision misconfiguredSet Collision Preset to PhysicsActor
Erratic floating behaviorDamping too lowIncrease Linear and Angular Damping
Object rotates uncontrollablyAngular Damping at zeroIncrease Angular Damping to 0.5+
No flow movementObject outside river volumeEnsure object overlaps with river spline area

Summary

In this guide, you learned how to:

  1. Enable river buoyancy — Activate the Enable Buoyancy checkbox on BP_Riverology with Movable mobility.
  2. Configure physics simulation — Set up Static Mesh Actors with Simulate Physics, appropriate Mass, and Damping values.
  3. Set up collision — Use the PhysicsActor preset with Generate Overlap Events enabled.
  4. Configure actor settings — Set spawn handling and damage properties for gameplay integration.
  5. Understand buoyancy behavior — Learn how mass, damping, and wave settings affect floating objects.
  6. Compare river vs ocean buoyancy — Understand when to use each system based on project requirements.

With this knowledge, you can create floating debris, logs, crates, and other objects that naturally float and flow with your Riverology rivers.