Add water to your graph
- Enable the Unreal Water plugin along with EONFORM, then open a terrain graph.
- Add the water nodes you need. For a combined chain, place Rivers before Lake and Sea, and connect the final terrain to Terrain Output.
- Adjust the node settings and choose Refresh Preview to inspect the graph before generating terrain.
GOOD TO KNOW
Water calculations can require full-world processing even when you generate only selected regions.
Place Unreal Water bodies
- Select regions in Mesh Terrain Regions and choose Generate Selected. Wait until terrain generation has committed.
- With Spawn UE Water after generation enabled, EONFORM places water for the committed regions when the graph produced water. Alternatively, select loaded regions and choose Spawn UE Water.
- Inspect the water and shoreline in the level, and save the level. Unloading a region removes its generated water.
GOOD TO KNOW
Rivers use native river bodies with fitted surfaces; lakes and seas use flat, region-clipped lake bodies. The sea path does not provide ocean waves.
Generated water does not recarve terrain or provide collision. Water failures are reported separately and do not undo committed terrain.