Skip to main content

Mastering Buoyancy: From Floating Barrels to Realistic Ships

ยท 5 min read
Galidar
Founder, Galidar Studio

Buoyancy is the magic that brings your water to life. Let's master it together.

๐ŸŽฏ 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

๐Ÿ“ฆ Level 1: Simple Floating Objectsโ€‹

Perfect for: debris, barrels, crates, logs

Setup Stepsโ€‹

  1. Create your actor (Static Mesh Actor or Blueprint)

  2. Enable physics

    Details โ†’ Physics โ†’ Simulate Physics โœ…
    Details โ†’ Physics โ†’ Mass: 100 kg
  3. Add OceanBuoyancy component

    • Add Component โ†’ Search "OceanBuoyancy"
    • Attach to root
  4. Configure single pontoon

    Pontoons โ†’ Add Element
    Location: (0, 0, 0) // Center of mass
    Radius: 50 // Adjust based on object size
ObjectMassPontoon Radius
Barrel50-100 kg40-60
Crate100-200 kg50-80
Log80-150 kg30-50
Beach ball0.5 kg20
Quick Test

Drop your object into water from above. It should:

  • Bob up and down naturally
  • Settle at a stable water line
  • React to waves

๐Ÿšค Level 2: Small Boats & Kayaksโ€‹

For stable small vessels, use 5 pontoons in a cross pattern:

Pontoon Layoutโ€‹

    [Front]
๐Ÿ”ต

๐Ÿ”ต ๐Ÿ”ต ๐Ÿ”ต
(Left) (Center) (Right)

๐Ÿ”ต
[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€‹

SettingSmall Boat
Mass500-1500 kg
Linear Damping1.0
Angular Damping2.0
Center of Mass Z-50
Common Mistake

Pontoons too high = boat tips easily. Place them below the center of mass.


๐Ÿšข Level 3: Large Shipsโ€‹

Ships need 8-12 pontoons for realistic behavior:

Hull Pontoon Layoutโ€‹

      [Bow]
๐Ÿ”ต
๐Ÿ”ต ๐Ÿ”ต

๐Ÿ”ต ๐Ÿ”ต ๐Ÿ”ต

๐Ÿ”ต ๐Ÿ”ต
๐Ÿ”ต
[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€‹

SettingCargo ShipSpeedboat
Mass50,000 kg2,000 kg
Linear Damping0.50.3
Angular Damping1.51.0
Buoyancy Multiplier1.01.2

โš–๏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

๐ŸŒŠ 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€‹

SettingEffect
Wave Height Influence: 0.5Gentle bobbing
Wave Height Influence: 1.0Normal response
Wave Height Influence: 1.5Exaggerated

Storm Behaviorโ€‹

For dramatic storm scenes:

Wave Height Influence: 1.5
Angular Damping: 0.5 // More rolling
Linear Damping: 0.3 // More movement

๐ŸŠ Character Buoyancyโ€‹

For swimming characters, buoyancy works differently:

Setupโ€‹

  1. Add OceanSwimming component (not Buoyancy)
  2. Configure swimming movement
  3. 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.


๐Ÿ”ง Advanced: Custom Buoyancy Logicโ€‹

For special requirements, extend the buoyancy system:

Blueprint Eventsโ€‹

EventUse Case
OnEnterWaterPlay splash effect
OnExitWaterStop underwater sounds
OnSubmergedTrigger drowning
OnWaveImpactBig 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);

๐ŸŽฎ 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

โœ… 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

๐Ÿ†˜ Common Issues & Solutionsโ€‹

IssueSolution
Object sinksIncrease pontoon radii or count
Object flies awayReduce buoyancy multiplier
Violent shakingIncrease damping values
Tips over easilyLower center of mass
No wave reactionEnable wave sampling
Jittery movementUse async queries


๐Ÿ’ฌ 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! ๐Ÿšข