# 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.

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFPgl5ZfJVseQKQmTb%2F-MkFROCMs9Kal_-AQh_H%2FSkeletalMeshAdd.jpg?alt=media\&token=1e83cff9-a9e6-4b4e-9ca8-e1c157c64390)

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

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkFT9xdwGgWXMKGpcb-%2FAddFluidComponent.jpg?alt=media\&token=26cdaf0a-7805-4822-83c9-8076786aab62)

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*.

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkFV0o6oWooG-2BH5w3%2FSImulatePhysics.jpg?alt=media\&token=527ea234-c1d4-4db0-9aab-838c1f2a682c)

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="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkFVvUbmlYelAP8MhP-%2FPerBoneTrace.jpg?alt=media&#x26;token=08caeffb-d094-4235-ae83-f97473928984" alt=""></div>

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

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkFZv3z6yDktWu911cJ%2FFluidTag.jpg?alt=media\&token=eaf39ba2-bc1d-4176-8e26-9bb19efeb903)

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

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkF_viOwxSOtWSCjrfR%2FComponentTag.jpg?alt=media\&token=5a8672b4-5ad6-47b9-abc2-95ad3142cce0)

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

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2F9PvlkhTm2t6iCON0UzPc%2FFluidTagOnPlane.jpg?alt=media\&token=12769328-265d-47d1-a6e8-e0af8d425f99)

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

![](https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Mk51ACJUA5E3mZvLb9h%2F-MkFRdaWLQJ6XAEXSieJ%2F-MkFbfL7mv77FIk4QIRt%2FPlayExample.gif?alt=media\&token=de56f3d9-b91f-446f-bc27-33d4df68f5bf)
