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In development

A clear view of what's next.

Explore work in progress, planned features and shipped improvements. Filter by product, then open a feature for its full write-up.

60 features · All products

In Progress

28

Actively being built right now

Infinite interactive water

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.

Pro6.0.0

Shallow water fluid simulation

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.

Pro6.0.0

Whirlpools, drains, springs and currents

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.

Pro6.0.0

FFT ocean waves

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.

Pro6.0.0

Rivers, lakes and oceans in one world

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.

Pro6.0.0

Spectral Gerstner waves

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.

Pro6.0.0

Water queries from Blueprint

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.

Pro6.0.0

Agent Skills

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.

ClaudusBridge

Waterfalls from the shallow-water simulation

The shallow-water simulation in Pro also produces waterfalls. It is the same simulation Riverology 3 ships, with no separate waterfall generator.

Pro6.0.0

Ocean with Gerstner waves

The classic Gerstner wave system Oceanology Lite ships, available on every water body alongside Spectral Gerstner and FFT.

Pro6.0.0

Full lake system

The same spline-authored lake system Oceanology Lite and Riverology 3 ship: generated mesh, collision, navmesh and landscape carving.

Pro6.0.0

Spline rivers with flow physics

The same river authoring Riverology 3 ships: width, depth and velocity per spline point, with a current gameplay can feel.

Pro6.0.0

Automatic landscape carving

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.

Pro6.0.0

Rebuilt swimming system

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.

Pro6.0.0

Physics-accurate buoyancy for any object

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.

Pro6.0.0

Bake it and ship it — open-world water at near-zero cost

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.

Pro6.0.0

Rebuilt underwater rendering

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.

Pro6.0.0

GPU water quadtree with occlusion culling

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.

Pro6.0.0

Breaking waves with a CPU mirror

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.

Pro6.0.0

Open-world support: HLOD, streaming and AI queries

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.

Pro6.0.0

Wave presets and bakers

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.

Pro6.0.0

Niagara water data interface

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.

Pro6.0.0

Caustics

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.

Pro6.0.0

Foam

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.

Pro6.0.0

Surface detail and wave detail

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.

Pro6.0.0

Multiplayer and replication

What the plugin puts on the wire by itself - sea state and swimmer state - and what your game still has to synchronise.

Pro6.0.0

Editor tooling

The in-editor tools the plugin ships: viewport pontoon editing, spline width, depth and flow handles, the wave preset editor, bakers and generators.

Pro6.0.0

Debug tools and console variables

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.

Pro6.0.0

Planned

24

Committed — scheduled for an upcoming release

Rebuilt on the Pro core

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.

Lite6.0.0

Synchronized updates with Pro

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.

Lite6.0.0

Infinite interactive water

Ripples, wakes and splashes anywhere in the level, including the open ocean — with nothing to set up per area.

Lite6.0.0

Waterfalls from the shallow-water simulation

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.

Riverology3.0.0

Built on the Oceanology Pro core

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.

Riverology3.0.0

Shallow water fluid simulation

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.

Riverology3.0.0

Ocean with Gerstner waves

Performance-friendly ocean simulation tuned for games that need consistent frame rates on mid-range hardware. Wave presets and wave baking included.

Lite6.0.0

Full lake system

The complete lake toolset, identical to the one in Pro — shorelines, depth, swimming and buoyancy.

Lite6.0.0

Physics-accurate buoyancy for any object

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.

Lite6.0.0

Rebuilt swimming system

The same one-component swimming, diving, sprinting and drowning system as Pro and Riverology 3, on every water body type Lite supports.

Lite6.0.0

Rebuilt underwater rendering

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+.

Lite6.0.0

Niagara water data interface

VFX can read the real water surface inside Niagara, through the same interface Pro and Riverology 3 ship.

Lite6.0.0

Caustics

The caustics generation workflow is included, with caustics in the water and underwater materials, the same as in Pro and Riverology 3.

Lite6.0.0

New landscape deformation

Riverology 3 changes how rivers carve terrain, with the intent of working on more than the engine-native landscape that Riverology 2 requires.

Riverology3.0.0

Spline rivers with flow physics

Draw a spline, set width, depth and velocity at each point, and the current becomes something gameplay can actually feel.

Riverology3.0.0

Whirlpools, drains, springs and currents

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.

Riverology3.0.0

Full lake system

The same lake system as Oceanology Lite and Pro: spline-authored shorelines with generated mesh, collision and navmesh.

Riverology3.0.0

Infinite interactive water

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.

Riverology3.0.0

Physics-accurate buoyancy for any object

Both buoyancy paths from Oceanology Lite and Pro: pontoons for boats, and physics-accurate volumetric flotation for any rigid body with nothing to author.

Riverology3.0.0

Rebuilt swimming system

The same one-component swimming, diving, sprinting and drowning system as Oceanology Lite and Pro, in rivers and lakes.

Riverology3.0.0

Rebuilt underwater rendering

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+.

Riverology3.0.0

Caustics

The same caustics as Oceanology Lite and Pro: the caustics generation workflow, and caustics in the water and underwater materials.

Riverology3.0.0

Niagara water data interface

VFX can read the real water surface inside Niagara, through the same interface Oceanology Lite and Pro ship.

Riverology3.0.0

Animation toolsets

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.

ClaudusBridge

Exploring

2

Being researched — not a commitment yet

Ocean masking under terrain

Cut the ocean surface away underneath landmasses and cave systems so it never renders where it cannot be seen.

Pro

Unreal Engine 6 readiness

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.

Pro

Shipped

6

Available now

Oceanology Pro, Lite and Riverology 3

Three products from one source. Lite is the ocean piece, Riverology 3 is the river piece, and Pro is the whole picture.

FeatureLiteRiverology 3Pro
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——✓

How the pieces fit

  • Lite and Riverology 3 fit together.Lite brings the ocean; Riverology 3 brings the rivers and the shallow-water simulation. Put both in one scene and you have ocean, rivers and shallow water together.
  • Pro is the complete picture.Pro contains every piece of Lite and Riverology 3, plus Spectral Gerstner, FFT and breaking waves. With Pro installed, you need neither Lite nor Riverology 3.
  • One source keeps all three in sync.Lite and Riverology 3 are built directly from Oceanology Pro, so every Pro update reaches them. Nothing exists only in Lite or only in Riverology 3.

The product lineup covers what each one includes, the rename, and what existing owners receive.