Pirate Ship With Unreal Engine : 12 Steps
Now we make the boat float. Under OceanBodyWater, tick all the boxes in the Collision Presets to Overlap. Right click in your content browser, choose blueprint, and if you want to control it in the future you choose pawn, otherwise choose actor.
Open it, go to +add, and add a static mesh. On the right side, under static mesh, choose your boat. On the left side drag the static mesh over the top file. Go turn on simulate physics on the right side. Now, back in the level, drag the new blueprint onto the world. Go to +add and search for buoyancy. When you select it, dozens of options will appear on the right side, but the only one we are interested in is pontoons. This tells what parts float where.
Go and +add and arrow, and name it position1, do this 3 more times. The pictures demonstrate how to position them. When you have positioned them all, we can add the pontoons. Manually click the + button underneath, and enter the location of each of the arrows. You can right click over the location of each arrow and copy it, then paste in the pontoons.
In the level, you can now hit play and the boat will drop to the water and float! If you aren’t happy with the bottom of the boat, you can change the last value of the pontoons. Small boats like mine really only need two pontoons for the front and back, I just demonstrated 4 for those doing larger boats.
If you encounter problems with rolling, you can change the angular and linear dampening to a value between 2 and 5.
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