Ocean Settings

This section covers the Ocean Settings for levels generated by a MapPreset asset.

How a MapPreset Asset Creates an Ocean

  1. The terrain is generated based on the World Settings, which determines the sea level.
  2. A WaterBodyOcean is created at the determined sea level, submerging all terrain below that height.

map_preset_ocean_setting

Property Name Description
Contain Water Determines whether the level generated by this MapPreset asset will include an ocean.
Ocean Water Material The material used to render the ocean. Applied to the WaterBodyOcean.
Ocean Water Static Mesh Material The material applied to the static mesh used for rendering the ocean. Applied to the WaterBodyOcean.
Water HLODMaterial The material used for the HLOD representation of the ocean. Applied to the WaterBodyOcean.
Underwater Post Process Material The material used for underwater post-processing effects. Applied to the WaterBodyOcean.

All four material properties apply to the ocean only. Rivers have their own equivalents under River Settings, so an ocean and a river in the same level can use different materials. In OCG 1.x, Water HLODMaterial and Underwater Post Process Material were shared with rivers; since 2.0.0 they are separate.

Leaving a Material Empty

Every material property here may be left empty. When it is, OCG falls back to the Water plugin’s own default for that slot, taken from Project Settings → Plugins → Water Editor → Water Body Ocean Defaults.

An empty slot in the Details panel is the normal state, not a missing setting. Fill one in only when you want this preset to override the project-wide default.