The in-editor tools the plugin ships: viewport pontoon editing, spline width, depth and flow handles, the wave preset editor, bakers and generators.
A water system is only as good as the hour you spend setting a river up. Oceanology ships a dedicated editor module that puts most of that work back in the viewport: pontoons are dragged rather than typed, spline width, depth and flow have grab handles, wave presets get their own asset editor with live water in it, and the bakers and generators are buttons on the objects they belong to rather than a separate utility window.
The buoyancy component gets both a component visualizer and a details customization, and they work together. The visualizer draws every pontoon as a wire sphere directly in the level viewport; clicking one selects it and parks the standard move widget on it, so dragging the widget edits the pontoon's relative location in place - the same interaction model as moving an actor pivot. The details panel replaces the raw pontoon array with a per-pontoon editor: add, clear, duplicate and remove buttons, one collapsible group per pontoon exposing radius, relative location, centre socket and FX, and an Edit Pivot button that drives the viewport selection. It re-resolves the component after a Blueprint preview reconstruction, so it also works on a pontoon set authored on a Blueprint component template that has no owning actor.
Water splines carry four per-point channels in their metadata, and each is editable both numerically and with a viewport handle.
The spline visualizer adds Visualize Water Velocity, Visualize River Width and Visualize Depth toggles. With one enabled, each key grows grab handles that hit-test separately from the key itself, so you drag width, depth or flow directly instead of typing curve values, and the flow arrows are scaled by the Visualize Water Velocity Scale editor setting. The metadata also interpolates correctly when you insert, duplicate or remove a point, so the channels survive spline edits.
Water wave presets and breaking wave presets are assets with their own toolkit. Opening either gives a viewport over an advanced preview scene with a real custom water body in it, and a details panel beside it, so parameter changes are evaluated on actual water rather than guessed from a thumbnail. The toolbar carries a Toggle Pause Wave Time command for freezing the spectrum and inspecting a single frame.
The water surface debugger is an actor you drop next to a body and point at it. It ticks in editor viewports, samples a grid of world positions around itself, runs the same surface query gameplay uses, and draws a sphere at each result. Grid count, grid spacing, sphere radius, segment count, thickness and colour are all properties, so a wave setup or a shoreline attenuation can be checked at a glance without entering play.
| Before | Oceanology Pro | |
|---|---|---|
| Pontoon placement | Type relative offsets into a raw array of structs | Click the pontoon sphere in the viewport and drag the move widget |
| Spline width, depth and flow | Edit float curves in the details panel | Per-key viewport handles with per-channel visualisation toggles |
| Caustics generation | Depended on a Landmass editor library that no longer exists in 5.8 | Ships an equivalent render target sample library inside the plugin |
| Details customizations | 6 - water body, water actor, water zone, buoyancy component, wave preset, breaking wave preset |
| Component visualizers | 2 - water spline, buoyancy component |
| Actor factories | 7 - water zone, island, river, lake, ocean, custom water, brush manager |
| Spline metadata channels | 4 - depth, river width, velocity, audio intensity |
| Spline point defaults | Depth 150 cm, River Width 2048 cm, Velocity 128, Audio Intensity 1 |
| Flow arrow scale | 20 by default, an editor setting |
| Surface debugger grid | 16 points per side at 1000 cm spacing |
| Surface debugger marker | 100 cm radius, 12 segments, 10 thickness |
| Spline data generator range | Up to 21 splines, 2 to 20 points each |
| Module | OceanologyEditor, loaded at PostEngineInit |
This is one entry on the Galidar roadmap. For what already shipped in each release, see the Changelog.