
Description
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Dynamic Stylized Water is the complete water system for our Dreamscape style: a GPU ocean with real waves that break on your beaches, lakes with foam and sparkles, spline rivers with rapids and foam, waterfalls that open around rocks, a full underwater look and buoyancy that works on all of them. Drop the actors in, press a couple of buttons, and your island is alive. Everything is Blueprint and materials, built to be tuned by artists, not programmers.
Comes with a full tropical island demo map showing every feature in place: two coasts with shore waves and wash, a lagoon, rivers running into the sea, a cliff lake feeding waterfalls, an underwater dome and a ship.
Key Features:
- FFT Ocean: four wave layers simulated on the GPU, crest foam, caustics, sparkles, anti-tiling for huge seas and three ready presets (calm, lively, rough sea). One actor, sized with a tile grid.
- Shore waves and beach wash: waves roll in towards your coast and wash up the sand with foam. Draw the shoreline or let the shoreline tool find it from your terrain in one click. A baker blends coasts that face each other.
- Wave modifiers: flatten or boost the waves in a sphere or box. Calm a harbour, a river mouth or a lagoon entrance, or raise a storm patch. Works in the editor and in Play, replicated in multiplayer.
- Lakes: flat lakes with heightmap or Gerstner waves, shallow-water dampening from your landscape, crest foam, shore foam around rocks and banks, painted foam, caustics, sparkles and night stars.
- Rivers: spline rivers that build their own mesh, with flow lines, rapids on the slopes, edge foam, contact foam with wakes behind rocks, surface foam, vertex paint for waves and foam, and a current that carries floating objects. Rivers blend into lakes and calm the ocean at their mouth.
- Waterfalls: animated sheets with body foam, bottom foam, mist and splash particles, sparkles and vertex paint. Rock occluders open the sheet around boulders.
- Underwater: a post process that follows the waves per pixel, with fog, sun scatter, caustics, god rays and floating specks. Blocking volumes keep caves, tunnels and boat interiors dry. Glass walls, domes and a water portal material for windows into the sea.
- Buoyancy: pontoon components float anything on the ocean waves, the lake waves and the river surface, with the river current pushing boats downstream. Ready-made floating box included.
- Interaction and effects: ripple rings when characters wade, rock splashes, periodic ripples, big splashes, a water jet, foam planes and mist systems to place anywhere.
- Multiplayer ready: ocean and wave modifiers replicate in listen-server games.
- Water Styles: data assets that hold your water colours and caustics so every lake and river in your project matches with one edit.
- Editor tools: shoreline generator, shore map baker, water occlusion and river blend bakers, a buoyancy editor mode, and a setup utility that installs everything on first start.
- Demo content included: the island environment used in the demo map (foliage, rocks, props, a ship, ruins, underwater props) plus our shared Dreamscape resources and the third-person character.
- Optimized: material switches remove every feature you do not use, quality levels drop the expensive layers on low settings, and the ocean draws nothing while nothing moves.
Technical details:
- Unreal Engine 5.6+. Blueprint and material based, no C++ to compile.
- Plugins needed (all come with the engine): Procedural Content Generation Framework, Geometry Script, Scriptable Tools Framework.
- Project settings: virtual texture support, custom depth with stencil, order independent transparency and mesh distance fields.
- One ocean per level.
- Includes a full manual.
















