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Dynamic Real Water

Dynamic Real Water<div class="post-tags single-post-tags"><span class="custom-tag">Engine Version: 5.7</span><span class="asset-version-tag">Asset Version: 1.1</span></div>
Categories Engine Tools

Dynamic Real Water

front page Dynamic Real Water

Overview

Dynamic Real Water is a cutting-edge GPU-accelerated FFT water simulation plugin designed for Unreal Engine 5. It offers a realistic and easy-to-use water simulation with physically accurate asynchronous CPU buoyancy physics, making it ideal for games, cinematics, interactive experiences, and simulations requiring high visual fidelity and responsive buoyancy.

Features

  • GPU-accelerated FFT waves
  • 100% Replicated
  • Client side networked movement smoothing
  • Simple, drag-and-drop system
  • Real-time specular lighting, analytical foam, and caustics generation
  • Predictive force smoothing
  • Physically based AAA quality water
  • Replicated water masking for underwater caves
  • Asynchronous waterline capture
  • Asynchronous GPU read-back
  • Custom physics body system with additive/subtractive collision shapes
  • Skeletal mesh support
  • Physically accurate buoyancy force calculations
  • Automatic center of mass computation from collision shapes
  • Smooth landscape depth-map generation
  • Dynamically responsive underwater system
  • Massive 256 × 256-tile coverage approximately (256 square km) or (100 square miles)
  • Dynamically customizable advanced grid management
  • High quality optimization (Costs 2.7 ms on 3060ti in the editor)
  • Extremely modular, easy to read, clean code
  • Low disk space
  • Asynchronous task subsystem
  • Sequencer support
  • Self sufficient system

Current Limitations

  • Only one water body is supported per level
  • No integration with the Water Plugin
  • Mobile platforms are not supported
  • Compatibility testing is not done on platforms besides Windows
  • Water quality settings are not yet available
  • FFT resolution is currently fixed at 256×256

Technical Details

  • Number of Blueprints: 17
  • Number of C++ Classes: 18
  • Number of Meshes: 13
  • Number of Materials: 24
  • Number of Material Functions: 33
  • Number of Textures: 28
  • Number of Shaders: 15
  • Network Replicated: Yes
  • Supported Target Build Platforms: Windows

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