Getting started

To add a planetary ocean to your level, follow these steps:
Add BP_PlanetaryOcean to Your Level Drag and drop the
BP_PlanetaryOceanactor into your level. This actor controls the ocean's quadtree and mesh generation settings, such as resolution, radius, and LOD (Level of Detail).Add BP_WavesController to Your Level Drag and drop the
BP_WavesControlleractor into your level. This actor manages the ocean's wave parameters, including wave height, direction, and speed.Link BP_WavesController to BP_PlanetaryOcean In the
BP_PlanetaryOceanactor, set thePlanetaryWavesControllerreference to yourBP_WavesControllerinstance.

In
BP_PlanetaryOcean, configure the ocean's mesh settings, such as radius and resolution, and a quadtree settings to fit your level's scale. Hover over variables to see detailed explanation of what they do. Check wireframe mode to get an idea how mesh generation behaves.
BP_PlanetaryOcean can be moved and rotated at runtime. You can have multiple oceans in the level.

Planetary Oceans supports large radii and tries its best to avoid precision loss. For details please refer to this page:
Scalability and PrecisionIn
BP_WavesController, adjust wave parameters like amplitude, wavelength, and steepness to achieve the desired ocean behavior.

While wave parameters are exposed to the
BP_PlanetaryOcean, ocean material surface settings are defined in theMI_PlanetOceanmaterial instance.
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