Quick Tutorial
On this page we will cover how to use the Waterfall Tool 2: Simple Mode
Last updated
On this page we will cover how to use the Waterfall Tool 2: Simple Mode
Last updated
For this tutorial we will use the provided Map_Example.
Added Large and Translucent Waterfall Examples
Start by deleting the already pre-generated waterfall on this rock formation.
Once deleted, open up the Waterfall Tool 2 Editor Mode.
You should then have a screen similar to this:
Drag and drop a new Waterfall Tool 2 actor on the rock formation.
You should have something similar to this:
This will now show the editor for the selected waterfall.
To select a different waterfall or create a new one quickly you can use the tab at the top just under the editor mode banner.
Under the Path Settings tab, set the Kill Plane Location Z to the height of the floor.
This is where the waterfall path simulation will end.
Note: The X, Y values here won't actually do anything, these values are automatically calculated when the Top Spline is changed.
Next we will set the Top Spline to the desired shape of the start of the waterfall we want to create.
The Top Spline has the same controls as a normal spline component, you can add/remove/form the spline how you like and the waterfall will follow.
Next set the Num Paths to 15 and then press the Generate Paths button.
This is a trial and error process, you might want to reposition the Top Spline or change the Num Paths to get the desired path generation result.
Once you have the paths you are happy with press the Generate Meshes button.
You can set the material for each generated mesh and tick meshes on and off under the Mesh Generation Settings.
Next press the Generate VFX button.
You can add SFX and change or disable VFX from the SFX and VFX Settings.
You should now have a fully generated waterfall!
As a final optional step you can press the Bake to Static Mesh button to bake out the waterfall mesh as a single static mesh for optimisation.
There is a tickbox on the Waterfall Tool 2 Actor to toggle whether to see the Dynamic Meshes or Baked Static Mesh at runtime.
For more details on proprties or the Advanced Tab, see the documentation here.