OVERVIEW
Dynamic Real Water (DRW) is a high-performance, fully modular AAA quality C++ plugin for Unreal Engine 5, built to empower technical artists and developers with a physically accurate, realistic, 100% multiplayer replicated and deeply customizable water system for AAA games. Designed with performance and scalability in mind, DRW integrates compute shader–based FFT wave simulation, LOD-aware grid streaming, depth-aware rendering, and asynchronous physics into a single, unified system, giving you full creative control over water behavior, appearance, and interaction.
FEATURES
- GPU-accelerated spectral wave generation using FFT.
- Energy-preserving wave blending across Phillips, Pierson-Moskowitz, and JONSWAP spectra.
- Runtime preset blending with easing curves and ready-state delegates.
- Massive 256 × 256-tile coverage (approximately 16 km / 10 mi).
- Dynamically customizable advanced grid management.
- Discrete water bodies (pools and lakes) with per-body visuals and automatic buoyancy transitions.
- Real-time specular lighting.
- Physically based foam pipeline driven by Jacobian wave data.
- Physically based caustics with chromatic aberration and interaction-coupled distortion.
- Real-time water interaction layer for ripples, wakes, splashes, and physics coupling.
- Dynamically responsive underwater system.
- Async waterline system.
- Per-actor water surface and buoyancy masking via SurfaceMaskComponent.
- Custom physics body system with additive/subtractive collision shapes.
- Physically accurate buoyancy simulation with per-shape force calculations.
- Wake-driven coupling between floating actors, so a vessel’s wake pushes nearby objects.
- Skeletal Mesh buoyancy.
- Smooth landscape depth-map generation.
- Modular vessel simulation with five hull types, four movement regimes, and four seat types.
- Three shipped reference vessels (Dinghy, Runabout, TallShip).
- Vessel-attached camera with horizon stabilization, speed-based FOV, and world collision.
- Enhanced Input vessel input with quantized analog replication.
- Niagara-driven spray system for strong wave impacts and object interactions (Experimental).
- Full multiplayer support across waves, buoyancy, vessels, water interactions, and underwater effects, with no extra wiring.
- Fixed-timestep buoyancy with configurable calculation rate (1–120 Hz) to match replication.
- Client-side smooth replication for networked transforms without altering the authoritative simulation.
- Replicated underwater masking.
- Simple, drag-and-drop system.
- Fully data-driven configuration through Data Assets for every tunable surface.
- Modular actor setup.
- BP_Drone default control pawn with built-in vessel possession and seat occupation.
- Sequencer support.
- One-node Blueprint Library for water-state queries and runtime control.
- Categorized debug subsystem for force, velocity, and shape visualization.
- Asynchronous GPU read-back.
- Asynchronous task subsystem with distance prioritization and low-priority starvation prevention.
- Multi-instance buoyant actor optimization for crowded scenes.
- High quality optimization (Costs 2.7 ms on 3060ti in the editor).
- Physically based AAA quality water.
- A roadmap that will be continuously developed.
CURRENT LIMITATIONS (for now)
- The mobile platforms are not supported
- All platforms besides Windows are not tested for compatibility.
- Water quality settings are not yet available. FFT resolution is currently fixed at 256×256.
Original_Link: https://www.fab.com/listings/84495b74-94b4-45d1-a08d-2feac2ecb92f









