Mastering Buoyancy: From Floating Barrels to Realistic Ships
Buoyancy is the magic that brings your water to life. Let's master it together.
๐ฏ Understanding Buoyancyโ
Our buoyancy system simulates how objects float using pontoon points โ virtual spheres that push up against the water surface.
Think of it like a boat hull:
- More pontoons = more stability
- Pontoon placement = weight distribution
- Pontoon size = buoyancy force
๐ฆ Level 1: Simple Floating Objectsโ
Perfect for: debris, barrels, crates, logs
Setup Stepsโ
-
Create your actor (Static Mesh Actor or Blueprint)
-
Enable physics
Details โ Physics โ Simulate Physics โ
Details โ Physics โ Mass: 100 kg -
Add OceanBuoyancy component
- Add Component โ Search "OceanBuoyancy"
- Attach to root
-
Configure single pontoon
Pontoons โ Add Element
Location: (0, 0, 0) // Center of mass
Radius: 50 // Adjust based on object size
Recommended Settingsโ
| Object | Mass | Pontoon Radius |
|---|---|---|
| Barrel | 50-100 kg | 40-60 |
| Crate | 100-200 kg | 50-80 |
| Log | 80-150 kg | 30-50 |
| Beach ball | 0.5 kg | 20 |
Drop your object into water from above. It should:
- Bob up and down naturally
- Settle at a stable water line
- React to waves
๐ค Level 2: Small Boats & Kayaksโ
For stable small vessels, use 5 pontoons in a cross pattern:
Pontoon Layoutโ
[Front]
๐ต
๐ต ๐ต ๐ต
(Left) (Center) (Right)
๐ต
[Back]
Configurationโ
// Front pontoon
Location: (150, 0, -20)
Radius: 60
// Left pontoon
Location: (0, -80, -20)
Radius: 60
// Center pontoon
Location: (0, 0, -30)
Radius: 80
// Right pontoon
Location: (0, 80, -20)
Radius: 60
// Back pontoon
Location: (-150, 0, -20)
Radius: 60
Physics Settingsโ
| Setting | Small Boat |
|---|---|
| Mass | 500-1500 kg |
| Linear Damping | 1.0 |
| Angular Damping | 2.0 |
| Center of Mass Z | -50 |
Pontoons too high = boat tips easily. Place them below the center of mass.
๐ข Level 3: Large Shipsโ
Ships need 8-12 pontoons for realistic behavior:
Hull Pontoon Layoutโ
[Bow]
๐ต
๐ต ๐ต
๐ต ๐ต ๐ต
๐ต ๐ต
๐ต
[Stern]
Configurationโ
// Bow (front)
(200, 0, -40), Radius: 100
// Front sides
(150, -100, -40), Radius: 80
(150, 100, -40), Radius: 80
// Middle
(0, -120, -50), Radius: 100
(0, 0, -60), Radius: 120 // Main pontoon
(0, 120, -50), Radius: 100
// Rear sides
(-150, -100, -40), Radius: 80
(-150, 100, -40), Radius: 80
// Stern (back)
(-200, 0, -40), Radius: 100
Ship Physicsโ
| Setting | Cargo Ship | Speedboat |
|---|---|---|
| Mass | 50,000 kg | 2,000 kg |
| Linear Damping | 0.5 | 0.3 |
| Angular Damping | 1.5 | 1.0 |
| Buoyancy Multiplier | 1.0 | 1.2 |
โ๏ธ Balancing Weight Distributionโ
Problem: Ship Tips to One Sideโ
Solution: Adjust pontoon radii
// If tipping left, make right pontoons bigger
Right pontoon radius: 100 โ 120
// Or make left pontoons smaller
Left pontoon radius: 100 โ 80
Problem: Bow Dips Downโ
Solution: Increase front buoyancy
// Add front pontoon force
Front pontoon radius: 80 โ 120
// Or reduce front weight
Move center of mass backward
Problem: Too Much Rockingโ
Solution: Increase damping
Angular Damping: 1.0 โ 3.0
Linear Damping: 0.5 โ 1.5
๐ Wave Responseโ
Making Objects React to Wavesโ
Enable wave height sampling:
// In OceanBuoyancy component
Sample Wave Height: true
Wave Height Influence: 1.0
Tuning Wave Responseโ
| Setting | Effect |
|---|---|
| Wave Height Influence: 0.5 | Gentle bobbing |
| Wave Height Influence: 1.0 | Normal response |
| Wave Height Influence: 1.5 | Exaggerated |
Storm Behaviorโ
For dramatic storm scenes:
Wave Height Influence: 1.5
Angular Damping: 0.5 // More rolling
Linear Damping: 0.3 // More movement
๐ Character Buoyancyโ
For swimming characters, buoyancy works differently:
Setupโ
- Add OceanSwimming component (not Buoyancy)
- Configure swimming movement
- Optional: Add Water Interactor Mesh for splashes
Settingsโ
// OceanSwimming component
Swimming Speed: 300
Vertical Speed: 200
Water Entry Transition: 0.5s
Swim Up Input: Spacebar
Swim Down Input: C
See Swimming documentation for full details.
๐ง Advanced: Custom Buoyancy Logicโ
For special requirements, extend the buoyancy system:
Blueprint Eventsโ
| Event | Use Case |
|---|---|
| OnEnterWater | Play splash effect |
| OnExitWater | Stop underwater sounds |
| OnSubmerged | Trigger drowning |
| OnWaveImpact | Big wave hit effect |
Custom Water Queriesโ
// Get water height at a point
float WaterHeight = OceanManager->GetWaterHeightAtLocation(Location);
// Get wave velocity
FVector WaveVelocity = OceanManager->GetWaveVelocityAtLocation(Location);
// Check if underwater
bool IsUnderwater = OceanManager->IsLocationUnderwater(Location);
๐ฎ Multiplayer Buoyancyโ
For networked games:
Deterministic Modeโ
Enable for consistent results across clients:
// On Ocean actor
Deterministic Waves: true
Wave Seed: 12345 // Same on all clients
Replicationโ
- Replicate actor transform (server authoritative)
- Don't replicate individual pontoon states
- Let clients simulate visuals locally
โ Buoyancy Checklistโ
Before shipping, verify:
- Physics simulation enabled
- Mass is realistic
- Pontoons cover hull shape
- Center of mass is low
- Damping prevents oscillation
- Wave response feels natural
- Works in multiplayer (if applicable)
- Performance is acceptable
๐ Common Issues & Solutionsโ
| Issue | Solution |
|---|---|
| Object sinks | Increase pontoon radii or count |
| Object flies away | Reduce buoyancy multiplier |
| Violent shaking | Increase damping values |
| Tips over easily | Lower center of mass |
| No wave reaction | Enable wave sampling |
| Jittery movement | Use async queries |
๐ Related Documentationโ
- NextGen Buoyancy
- Legacy Buoyancy
- Riverology Buoyancy (flow forces!)
- Swimming System
๐ฌ Share Your Creations!โ
Built something cool with our buoyancy system? Share it in our Discord! We love seeing boats, submarines, water toys, and creative uses of the physics system.
Happy floating! ๐ข