Realtime shallow water simulation fluid data modifiers, wave generator, and extendable interface Fluid surface rendering caustics, wetness, underwater, waterline, advected foam, advected waves, blending with the ocean, dynamic audio detection Fluid Interaction simple cheap ripple solver moving with character, optimized to an absolute minimum Ocean wave blending rendering tillable ocean heightmap texture in a single pass Niagara environment interaction High-quality effects, bouncy, plants, character swimming, boats, Clean, efficient, GPU friendly implementation, interface designed with the KISS (Keep It Simple, Stupid) rule in mind Small, compact, and low memory footprint Tool for generating ultra-fast static meshes with flow maps baked into vertex color. Advanced fluid state management, loading state in gameplay. Niagara fluid async readback system for sampling height and flow of fluid in blueprints. Dynamic audio analyzer. The sound source is positioned based on fluid movement. Four example maps beach, island, river, and baked static river Uses velocity based fluid flow advection method for foam, caustics, and waves
Limitations:
A detailed list of limitations can be found in the documentation [Documentation]
open-world is currently not supported simulation can't be replicated simulation is calculated in a 2d grid projected on the heightfield (captured ground) system cant simulate wave breaks and splashing water VR and mobile are not supported currently non-tesselated plane mesh for rendering fluid surface there is no integration with Water Plugin for now