Ocean masking under terrain
Cut the ocean surface away underneath landmasses and cave systems so it never renders where it cannot be seen.
In development
60 features · All products
Actively being built right now
Water reacts to anything that touches it, anywhere in the level — including the open ocean. The simulation window follows the player, so there is no boundary to fall out of and no setup per area.
Place a simulation actor over a river, lake or beach and the water becomes real fluid: it flows downhill, pools behind obstacles, and reacts to the actual terrain underneath instead of a flat plane.
An authoring kit for hydraulics: drop a Force actor set to Vortex over a lake and the water genuinely rotates around it. Sources feed water in, drains empty it, currents push boats downstream.
Physically-derived open-ocean swell driven by wind rather than hand-placed sine waves — wind speed, direction, patch length, choppiness and spectrum seed. The most realistic ocean we have shipped.
Build an entire hydrology: rivers that flow down terrain into lakes and out to the ocean, with authored blend materials at the seams instead of hard edges. Plus islands and exclusion volumes to carve water away.
A wind-driven ocean synthesised from up to 128 Gerstner components, steered by a single Beaufort dial, with Jacobian foam and a matching CPU evaluator for physics.
The runtime API any gameplay code can call to ask a water body for surface height, normal, depth, flow velocity and immersion at a world position.
A library of Unreal-specific procedures the agent reads before it acts, so it follows a known-good recipe for your project instead of guessing its way through the editor.
The shallow-water simulation in Pro also produces waterfalls. It is the same simulation Riverology 3 ships, with no separate waterfall generator.
The classic Gerstner wave system Oceanology Lite ships, available on every water body alongside Spectral Gerstner and FFT.
The same spline-authored lake system Oceanology Lite and Riverology 3 ship: generated mesh, collision, navmesh and landscape carving.
The same river authoring Riverology 3 ships: width, depth and velocity per spline point, with a current gameplay can feel.
Drop a river spline and the terrain carves itself a bed with authored banks and material layers — no third-party landscape-brush plugin required and no manual sculpting.
One component on any character: swim, wade, dive, sprint, surface-lock, breathe, drown, and ragdoll into a corpse that drifts on the waves — in multiplayer, on every water body type.
Crates, debris and vehicles float according to their actual shape with no pontoons to author. Boats still get the pontoon system, now with an in-viewport editor for placing them by dragging.
Simulate a region in the editor, bake the settled result, and ship hundreds of rivers and ponds that still answer buoyancy and gameplay queries while only the ones near the player run the solver.
Volumetric fog that reads real scene depth through the surface, and god rays from the sun that stay anchored in the world instead of smearing as the camera moves.
Large water surfaces cost less: tiles the camera cannot see are culled entirely, and detail concentrates near the viewer instead of being spread evenly across the whole surface.
Waves steepen, curl and break at the shore with foam that follows the coastline — and the CPU sees the same breaking wave the GPU renders, so buoyancy and swimming agree with what you can see.
Water behaves correctly in a World Partition world — it HLODs at distance, streams with the level, and AI can query whether a location is in water for pathing.
Author a wave setup once as an asset with its own preview editor, reuse it across bodies and levels, and bake any wave system to textures for lower-end targets.
Read the real water surface directly inside Niagara — spawn splash, spray, foam or debris that sit on the actual animated waves without Blueprint round-trips.
Underwater light patterns: an editor tool that bakes caustic textures from a photon scatter, plus analytical and texture-driven sampling in the water and underwater materials.
How foam is produced across the plugin: Jacobian whitecaps from the wave field, shoreline bands from the breaking-wave profile, foam carried by the shallow-water solver, and foam left behind by objects.
The close-up detail layer: one shared baked wave patch, replayed as a flipbook, turned into a detail normal map and advected along the local flow.
What the plugin puts on the wire by itself - sea state and swimmer state - and what your game still has to synchronise.
The in-editor tools the plugin ships: viewport pontoon editing, spline width, depth and flow handles, the wave preset editor, bakers and generators.
The console variables and in-viewport visualisers shipped for diagnosing water, all namespaced so they never collide with anything else loaded in the same process.
Committed — scheduled for an upcoming release
Lite is not a rename. It inherits Pro’s rebuilt rendering pipeline, all the performance work, the full lake system and every fix from the shared codebase — at no cost to Legacy owners.
Fixes to the shared core reach Lite and Pro at the same time. No more waiting for a fix to be ported across two separate codebases.
Ripples, wakes and splashes anywhere in the level, including the open ocean — with nothing to set up per area.
Waterfalls come from the shallow-water simulation, so they ship wherever it does: Riverology 3 and Oceanology Pro. There is no separate waterfall generator, and Oceanology Lite does not include them.
Riverology 3 runs on the same rebuilt foundation as Oceanology Pro, with its rivers, lakes and shallow-water simulation as the product. One codebase instead of two.
The GPU shallow-water simulation from Pro ships in Riverology 3: water flows downhill, pools behind obstacles and reacts to the terrain beneath it. It is also what produces waterfalls.
Performance-friendly ocean simulation tuned for games that need consistent frame rates on mid-range hardware. Wave presets and wave baking included.
The complete lake toolset, identical to the one in Pro — shorelines, depth, swimming and buoyancy.
Both buoyancy paths ship in Lite, as in Pro and Riverology 3: pontoons for boats, and physics-accurate volumetric flotation for any rigid body with nothing to author.
The same one-component swimming, diving, sprinting and drowning system as Pro and Riverology 3, on every water body type Lite supports.
The same volumetric fog, god rays and waterline treatment as Pro and Riverology 3. Native passes currently compile for Win64, non-server, Shader Model 5+.
VFX can read the real water surface inside Niagara, through the same interface Pro and Riverology 3 ship.
The caustics generation workflow is included, with caustics in the water and underwater materials, the same as in Pro and Riverology 3.
Riverology 3 changes how rivers carve terrain, with the intent of working on more than the engine-native landscape that Riverology 2 requires.
Draw a spline, set width, depth and velocity at each point, and the current becomes something gameplay can actually feel.
The hydraulics kit from Pro ships in Riverology 3: placed sources, drains, currents and whirlpools that act on the shallow-water simulation. Oceanology Lite does not include it.
The same lake system as Oceanology Lite and Pro: spline-authored shorelines with generated mesh, collision and navmesh.
The same interactive water as Oceanology Lite and Pro: ripples, wakes and splashes on every river and lake, with nothing to set up per area.
Both buoyancy paths from Oceanology Lite and Pro: pontoons for boats, and physics-accurate volumetric flotation for any rigid body with nothing to author.
The same one-component swimming, diving, sprinting and drowning system as Oceanology Lite and Pro, in rivers and lakes.
The same volumetric fog, god rays and waterline treatment as Oceanology Lite and Pro. Native passes currently compile for Win64, non-server, Shader Model 5+.
The same caustics as Oceanology Lite and Pro: the caustics generation workflow, and caustics in the water and underwater materials.
VFX can read the real water surface inside Niagara, through the same interface Oceanology Lite and Pro ship.
Animation is the thinnest part of the tool surface today. Inspection of AnimBP state machines works; IK Retargeter and AnimGraph authoring are not supported yet.
Being researched — not a commitment yet
Cut the ocean surface away underneath landmasses and cave systems so it never renders where it cannot be seen.
Pro is being built against both UE 5.8 and the UE6 preview so the transition to the next generation is smooth rather than a rewrite.
Available now
Use Claudus from a terminal, script or MCP client. Work with supported assets through a hidden Unreal backend, or connect to the matching open editor.
The 5.8 build is a ground-up rebuild on Unreal's own toolset reflection, with the coding agent bundled inside the plugin instead of bolted on beside it.
Oceanology Legacy 5.8.1 — engine compatibility for Unreal Engine 5.8. No new features; the next feature release is Lite 6.0.0.
Give repeated commands a persistent agent identity, inspect active sessions, and coordinate package edits through leases and dirty ownership.
Record bridge activity, notes and checkpoints in the project, then query them without Unreal to recover context and follow asset work.
Discover the live project tool surface for Blueprints, materials, actors and world, widgets, Niagara, levels, assets and more.
Three products from one source. Lite is the ocean piece, Riverology 3 is the river piece, and Pro is the whole picture.
| Feature | Lite | Riverology 3 | Pro |
|---|---|---|---|
| Ocean with Gerstner waves | ✓ | — | ✓ |
| Simple shoreline waves | ✓ | — | ✓ |
| Lake system | ✓ | ✓ | ✓ |
| Interactive water | ✓ | ✓ | ✓ |
| Buoyancy and swimming | ✓ | ✓ | ✓ |
| Underwater rendering and caustics | ✓ | ✓ | ✓ |
| Niagara water data interface | ✓ | ✓ | ✓ |
| Water audio | ✓ | ✓ | ✓ |
| Rivers with flow | — | ✓ | ✓ |
| Shallow-water simulation | — | ✓ | ✓ |
| WaterfallsFrom the shallow-water simulation | — | ✓ | ✓ |
| Hydraulics kitSprings, drains, currents and whirlpools | — | ✓ | ✓ |
| Spectral Gerstner waves | — | — | ✓ |
| FFT waves | — | — | ✓ |
| Breaking waves | — | — | ✓ |
The product lineup covers what each one includes, the rename, and what existing owners receive.