Floating
In this R&D, I mainly focused on water buoyancy and real-time water interaction.
I also developed a weather system and lighting system, but the main goal was to create responsive interaction between the player character, dynamic actors, and Blueprint-based objects interacting with the water.
To support this, I created gameplay logic that can determine whether the player is inside or outside the water, as well as distinguish between simply touching the water surface and actually falling into it.
The system continuously tracks the player’s relationship with the water volume and reacts differently depending on the type of interaction. For example, touching or moving through the water can trigger normal interaction behavior, while fully falling into the water triggers a game-over state.
The main purpose of this R&D was to explore a more interactive and gameplay-driven water system rather than using water only as a visual element.