Welcome to the UIWS documentation page. UIWS is super easy to use whether you want to just drop it into your level as is, or customize it extensively with your own functionality or shaders. If you can’t find what you’re looking for, shoot me an email or get in touch via twitter and I’ll be sure to help you out!
Documentation for each blueprint function, implementable event, and C++ function you might want to work with. Here you can learn how to water interaction events generated by UIWS, manually add ripples and splashes to the surface, or otherwise extend the functionality of UIWS
UIWS 1.4 Release Notes
-Fixed blueprinted water jumping to origin on placement bug
-Fixed phantom caustics at origin bug
-Added workaround for issue caused by running dedicated server in PIE
-Bodies now support yaw rotation with accurate caustics
-Mesh component chunking added - water mesh is now made up of a number of meshes for performance and quality reasons. Allows for uniform water density at infinite scale
-Aggressive optimization and scalability options for low end (eg, optionally enable one sim step per tick reducing cpu overhead)
-Added Some Per platform scalability options.
-Switch and IOS official support (any platform should hypothetically work)
UIWS 1.4 Known Issues
Underwater post process material is only applied at beginplay (just isn’t visible in editor).
Multiple clients in PIE can cause water sim to ‘explode’. This is due to some engine/editor functionality and can be bypassed by un-checking use single process or playing in standalone.