In Depth and Dynamic Water in Unreal Engine 4 is Easy with Reactive Water

Mike Haggerty
GameTextures
Published in
3 min readSep 23, 2019

Water is not a hard thing to do in unreal engine 4.

Wate is a hard thing to do RIGHT in any engine. Even getting the water to act correctly, much less work in a reactive manner to player interaction, can be hard. This asset pack aims to make that a lot more accessible to developers.

You are essentially purchasing some very specific material functions and a blueprint built for this and for this only. Useful in its application but not so much outside of it. That said, 6.99 seems like a pretty reasonable price for a finely tuned blueprint of something relatively complex.

You will need to change your project render setting to “Support Global Clip Plane” for the example scene to work properly.

The creator made a nice video breakdown of the pack:

The Pack comes with several material functions that are tied specifically to the effects that the blueprint offers, a few materials for the water itself and then some effects textures that are used. All in all, pretty cut and dry for a pack.

The blueprint itself is pretty complex, each individual portion of it seems simply made but it all comes together to create a well designed asset for your watery needs.

I did not break it apart too far, it is a bit outside my sphere of knowledge but nothing I tugged on seemed to break so that is always a good sign. I will definitely be revisiting this BP once I have a bit more Blueprinting under my belt to recreate some aspects of it and see how it ticks.

The pack is pretty fun to play around with, it has a pretty specific use case but if you have that need then for its price, this pack is hard to beat.

Some Pros to force your hand

  • The right solution to a specific problem
  • Nice effects, can easily be adjusted to work with more than just the character actor.

Some cons to take away.

  • A bit of a specific asset, not very useful outside of its specific focus.

Marketplace Link:

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