
Description
Enhance your projects with this properly constrained, physics-based Drivable Raft, paired with a high-quality and optimized Dynamic Water System with built-in, dedicated Buoyancy elements. Created specifically for calm water environments such as lakes and rivers, the system simulates soft Gerstner wave patterns, shadow occluded caustics, real-time ripples, splashes, and immersive underwater effects, delivering a rich blend of ambient realism and interactive behavior.
Suitable for both single-player and multiplayer experiences, the Drivable Raft includes a movement-responsive sail and rudder, synchronized character animations, and network-ready functionality. Perfect for open-world, survival, or adventure games.
To explore its full potential, play the available [Demo Level] and refer to the [Documentation] for setup guidance and a deeper understanding of the asset's capabilities.
Key Features
Drivable Raft
🔹Original, handcrafted style, log raft mesh.
🔹Physics-based travel system with player possession.
🔹Character auto-attaches and animates to sit or stand on the raft.
🔹Sail dynamically morphs based on movement and speed.
🔹Rudder animates during steering with character hand sync.
Dynamic Water System
🔹Automatic wet surface simulation via modular material functions.
🔹Buoyancy System with attachable points for full control.
🔹Modular and optimized water plane using scalable instanced tiles.
🔹Supports multiple water bodies when needed.
🔹Tessellated water mesh simulating soft wave dynamics for lakes and rivers.
🔹Real-time ripples, splash effects, and shadow-occluded baked caustics.
🔹Underwater camera effects: waterline and depth-based fogging.
Environment Additions
🔹Realistic ambient fish groups simulated via Niagara particle system.
🔹Automatic procedural landscape material for natural terrain blending.
🔹Includes 16 optimized low-poly rock meshes for world detailing.
And more... (All showcased elements are included)
For any additional questions or update suggestions join the dedicated [Discord Channel].
Updates
(Updates may occur taking customer suggestions and bug reports into consideration.)
Version V2 :
Caustic lighting now correctly inherits the rotation and direction of the primary light source (bug fix).
The camera mesh associated with the Scene Capture component is now fully hidden.
The water surface mesh has been updated to include 6 LOD levels for improved performance across varying distances.
Long-distance normal map patterns now smoothly fade out, providing a more realistic visual transition in large bodies of water.
Version V3 :
Fixed a bug where the player's speed was affected when below water level but not actually underwater. The blueprint now checks whether the player is underwater before executing the Character Speed function.
Since most developers use only a single water plane, the Master Water variable was set to True by default to avoid missing effects.







