# 4. Fluid Component

## Setting up the Fluid Implementation Actor Component for Skeletal Meshes

Within the overview map or a scene of your own, duplicate out one of the tutorial Skeletal Meshes or place one of your own.

![](/files/-MkFROCMs9Kal_-AQh_H)

Next select the new Skeletal Mesh Actor. Within the *Details Panel*, press the **Add Component** button and select the **BP\_FluidImplementation** from the list.

![](/files/-MkFT9xdwGgWXMKGpcb-)

We will also want some motion to see the fluid simulation work. Click on the Skeletal Mesh and set **Simulate Physics** from the *Details Panel*.

![](/files/-MkFV0o6oWooG-2BH5w3)

Now select the newly added **BP\_FluidInteraction** component.

We want to go to the **Per Bone Trace** category and make sure **Use Per Bone Trace** is enabled.

<div align="center"><img src="/files/-MkFVvUbmlYelAP8MhP-" alt=""></div>

Secondly lets look at the **Fluid Mesh Tag** and set this to whichever name you want for the mesh.

![](/files/-MkFZv3z6yDktWu911cJ)

Next add the same **Fluid Mesh Tag** to your mesh's Component Tags.

![](/files/-MkF_viOwxSOtWSCjrfR)

Make sure to set the Component Tag on your water plane mesh to the correct tag listed on the component.

![](/files/MVjKxixDjGlJZZqmjAF5)

We can now press the play or simulate button and watch the skeletal mesh fall into the water and cause ripples.

![](/files/-MkFbfL7mv77FIk4QIRt)


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