Unreal Engine 5 (works in UE4) Floating objects a.k.a. Buoyancy
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- Опубликовано: 5 фев 2025
- This is instructional video of creating floating objects in Unreal Engine with water plugin. There's no need for any third-party plugin and the same technique can be applied in UE5 and UE4.
/* Console command */
r.Water.DebugBuoyancy 1
#unrealengine #unrealengine5 #tutorial #water #buoyancy #floating #blueprint
"I know that my duck is small" we have a honest man here. Great tutorial, thanks
It is sad when your duck is small, but size doesn't matter, right?
Possible solution for everyone which has the same problem as me, that the cube stays static on the water, the Buoyancy debug command doesn't result in any graphics beeing shown and that the player can walk on the water. You have to tweak the water. In the Outliner, select the WaterBodyOcean and go to CollissionPresets. There you have to switch the checkboxes from Block to Overlap. I hope this helps you as well :)
ENGINE EXample not working in 5.3, falls through water, what may be wrong ?
not fixed in way I need it to be, I was using custom body water, using lake, buoyancy is just fine. How do I fix it to use custom, bc even just lake makes landscape deform horribly. Unusable
Can you point me to earlier video where you built the starting scene? Thanks.
Now I only have to figure out how to use Buoyancey with animals -> skeletonMesh. Tried parenting it in the working cube under the static mesh as child and activating physics on it, but it stays in the air.
How do you place the water on a level? I've looked at every water video I've found and they ALL start with the level already there with all the water properly set up and NO video says how the water got there.
ruclips.net/video/mEyU18wwMcM/видео.html
Hey, nice video. Helps me a lot. But my object flips and turned upside down like the ducks.. Any tip? Thank you (:
If anyone have this problem, the solution for my was to increased the "Angular Damping" (:
Offset center of gravity.
Hey! Nice tut, but maybe you know how to create a reaction for unreal water plugin for skeletal meshes?
I am very interested in this as well. Parenting a skeletonMesh under the static mehs of the working BuoyanceyCube sadly didn't work for me. The animal I used stay in the air. Physics on the skeletal mesh are enabled.
My object isn't falling down or anything, when i press play after doing what you showed.. quiet dissapointed to say the least
You are probably missing something. Check your collision settings
@@ARTFX3D i got it fixed thanks to a more clear tutorial by EzUnreal
The answer is you have to save the project once after creating the landscape and once the ocean is added properly.
my buoyancy example cube is stationary on the water. When simulation is started, it falls onto the water surface and stays there as if on a solid surfacer. Waves don't effect it. If i start the simulation while the cube is underwater, it goes over the water, and stays there stationary not being effected by the waves. Why can it be like this?
Your cube must have collisions. If you use same cube like in tutorial you’ll have same results. Are you using Unreal Water Surface or you have some custom water plane?
@@ARTFX3D yes I checked my cube has collisons, I deleted them and now my cube goes sraight down throu the water and also the landscape, falling into eternity :D Re applied the simple collisions to the mesh now its the same, sitting on top of the water without being effected by the waves. I'm using unreals water plugin.
@@endtasid Strange, it should work out of the box without any tweaks
@@ARTFX3D I've played with the collision settings of the cube and fixed the problem. Thank you for your help.
@@ARTFX3D my player is also walking on the water. he is not going under water at all. What can be the reason?
any idea how to get this working for child objects where they are not the parent/root?
Hi, may i ask if you got floating on a real life sized Duck working? Mine is falling through the water Plane no matter what
I haven’t tested with small ducks, but with floating small leaves I had good results.
@@ARTFX3D oh? May i know, how? Pontoons radius? Just one pontoon i guess? I use the custom water body, do you use a plane or box mesh for the water? If i set the pontoon to small it just falls through 😣
@@DRYBREAD_games Try to play with mass.
Debug doesnt work(
Debugger is a core function of the Unreal Engine and it works
@@ARTFX3D r.Water.BuoyancyDebugPoints,r.Water.BuoyancyDebugSize, r.Water.DebugBuoyancy does not work. Nothing is displayed on the screen, I have tried everything
@@Comandante_ You have to add “spacebar 1” for on or “spacebar 0” for off
@@ARTFX3D i did that, but still the markers do not appear
@@Comandante_ you can only see the markers in 'play mode': 'r.Water.DebugBuoyancy 1' copy between the quotes and paste into the unreal engine 'Cmd' usually bottom left of your UE window. Make sure you have added Buoyancy component. i added plane's to my 'staticMesh' to pinpoint locations and copied the planes location to the buoyancy relative locations so that i can see the points easier. Add a plane under static mesh component to your mesh that you want to float adjust its position, then copy its location to your new pontoon point. Under buoyancy find pontoons in your details panel usually on the right then add array element, click index then paste your planes location to your Relative location. Your pontoon. Ref: copy plane location under static mesh apply it to pontoons relative location index [ 0 ].
copy plane1 location then paste it to pontoons relative location index [ 1 ]