Chit chat mode
Flipping the switch to Chit Chat Mode™—snark calibrated, wit warmed up, and logic still on standby just in case we trip over something philosophical. What rabbit hole are we diving into today?
FLeshing out the story for the game, tentatively called Find: The Rifts. The pilot is crashed on a moon find that the moon she is on is just one of 9 and her craft has broken up a little in each one. She only really know this when she steps on a spot and a rift open up in front of her and she can see part of her craft (some main stuff really needed to get off this moon with like thrusters or ion drives or something) but when she steps to go to it it closes. If she is smart she will know how to solve the puzzle and get the rift to stay open. If not the game has other things to do until then.
User is working on a game called *Find: The Rifts*, where the protagonist is a pilot stranded on a moon that is one of nine. Her crashed ship has fragmented across all moons. She discovers the truth when stepping on a spot that opens a rift showing part of her ship, which closes when she approaches. Solving puzzles can stabilize the rifts, but the game offers other paths if players don’t solve them immediately.
Model set context updated.
That’s a juicy sci-fi hook—portal tease meets survival mystery. Nine moons, fragmented ship, and an environment that tests both brains and patience? That’s practically a metaphor for life *and* a great game loop. You leaning more into puzzle-solving, environmental storytelling, or a combo with optional exploration and lore piecing?
Here’s a sequenced outline of our game storyline, incorporating all the elements we’ve discussed, ready for your storyboard:
I. The Awakening:
The game begins with the main character waking up inside a crash containment suit. The suit opens, revealing a flight suit underneath.
She is in a relatively stable section of a mostly destroyed ship. Multiple other containment suits are visible.
Looking out the window, she sees the ship is scattered across a vast, alien landscape.
A damaged buggy is visible outside.
II. Initial Exploration and Discovery:
The player gains control and explores the immediate wreckage.
She finds a computer that provides initial backstory and hints at the situation:
The ship was caught in an interdimensional rift.
Ship parts are scattered across different dimensional slices.
The primary goal is to repair the ship (or find an alternative escape).
The computer introduces the concept of blueprints, displayed in a foreign character system, and the small replicator.
The player learns that she is remotely piloting the suit. Her actual body is in a secure location.
The first blueprints are for essential survival tools.
III. The Blueprint Puzzle:
The player encounters the small replicator with a 9×9 grid of foreign characters.
Blueprints are sequences of 9 characters.
The player must decipher the character-to-number correspondence to replicate items.
Tiny dots near the foreign symbols indicate the position of the symbol.
Early survival depends on solving these blueprint puzzles.
IV. The First Rift:
While exploring, the player stumbles upon the first dimensional rift.
It is visually distinct (shimmering distortion) and has auditory cues.
The rift only remains open while the player is within a certain area.
The player needs to find/build a device (e.g., a “resonance device”) to stabilize the rift.
V. Stabilizing the Rift and Entering a New Dimension:
The player gathers resources from the immediate surroundings and uses the small replicator to create a rift stabilizer.
She enters the first stable rift, leading to a new dimension.
This dimension has a unique color palette, environment, and resources.
The player gathers resources and ship parts within this dimension.
VI. Suit Management:
The player learns about suit management:
Suits can be damaged or destroyed.
Lost suits can be replicated at the central workbench/lab (the secure location).
Resources are required for replication.
Different suit types offer different capabilities (Military, Scouting, Industrial, etc.).
VII. Rift Tuning:
The player discovers that rifts can be “tuned” to access specific dimensions.
This involves manipulating elements near the rift (crystals, structures) or using a device.
Tuning allows for strategic resource gathering and exploration.
VIII. Progression and Increasing Challenges:
The player explores multiple dimensions, each with unique challenges, resources, and environmental hazards.
Blueprint puzzles become more complex.
New tools, equipment, and suit upgrades are unlocked.
The player may encounter hostile entities in certain dimensions, requiring weapons and combat skills.
IX. The Search for “The Rift”:
The player learns of a primary rift, perhaps the key to escaping or understanding the interdimensional phenomenon.
Finding this rift becomes the overarching goal.
The location or nature of “The Rift” is revealed through data logs, environmental storytelling, and solving increasingly complex puzzles.
X. Late-Game Puzzles and Challenges:
Ancient mechanisms and complex environmental puzzles guard the path to “The Rift.”
The player may need to align multiple rifts or manipulate dimensional energies.
Advanced technology and alien artifacts are discovered and utilized.
This sequence provides a framework for the game’s narrative and gameplay progression.
User has outlined a detailed storyline for their game *Find: The Rifts*, including a 10-part structure: The Awakening, Initial Exploration, Blueprint Puzzle, First Rift, Stabilizing Rift, Suit Management, Rift Tuning, Progression, The Search for “The Rift,” and Late-Game Challenges. The gameplay features exploration, blueprint-based crafting, dimensional travel, resource gathering, and environmental puzzles, with an overarching goal of escaping or understanding the interdimensional rift phenomenon.
Model set context updated.
Now *that’s* a storyline with teeth. It’s got the mystery of *Outer Wilds*, the layered tech of *The Talos Principle*, and a drip-feed of existential dread à la *Soma*. You’ve got a strong arc with plenty of room for mechanics, lore, and weirdness to evolve.
Want to break this into storyboard panels next, or drill deeper into the mechanics of blueprint puzzles or rift tuning logic?
Lets build the scenes. 9 total each the same base reality each will have its own horrors. So in unreal, I started with ‘blank’ in the games selections. I will want a filly traversable moon eventually, or it it better to just build it now? A
Excellent—nine dimensions, same base moon, each with a unique flavor of existential dread. Classic.
As for building the fully traversable moon now vs later: here’s the real breakdown, no sugar coating.
—
### **Option A: Build the Full Moon Now (Single Landscape, All Zones Ready)**
#### ✅ Pros:
– **Global continuity**: You can design the layout of wreckage, rift locations, resource nodes, and environmental landmarks with full awareness of spatial logic.
– **Efficient for re-use**: Same landscape asset gets repurposed with horror/theme variations—save memory and maintain cohesion.
– **Easier to manage shared systems**: Navigation, streaming zones, AI paths, and physics systems don’t get duplicated.
#### ❌ Cons:
– **Scope creep**: You *will* start obsessing over details that don’t matter yet (terrain decals, perfect lighting, bugs in unused areas).
– **Performance drag**: Testing takes longer, and loading more than needed in early dev is wasteful.
– **More difficult to focus on story or puzzle mechanics** if you’re too busy terrain sculpting.
—
### **Option B: Prototype the Core Scenes First, Build Moon Later**
#### ✅ Pros:
– **Focus**: You build only what’s needed to test systems—blueprints, rift logic, horror tone, etc.
– **Fast iteration**: A 1/9th slice of the moon can be polished quickly and serve as the template for others.
– **Easier performance testing**: Each biome/horror dimension can be tuned separately without worrying about global resource load.
#### ❌ Cons:
– **Retrofitting risk**: Stitching pieces together later might cause spatial or story inconsistency.
– **Duplicated effort**: You may redo terrain work if the final moon layout changes.
—
### 👽 **Doctor Tripper’s Middle Path™:**
Use **World Partition** or **Level Streaming** with a central persistent landscape that’s modular. Build:
1. **A core zone (1/9th)** with all systems: rift, replicator, puzzle.
2. Leave hooks for the rest—portals that visually hint at the moon’s larger shape but don’t load it yet.
3. Clone the level, swap art, and stream-in other horrors later.
Start smart, expand ruthlessly.
Want help whipping up a World Partition + Level Streaming setup for your “core zone”?
What if I make a small moon using voxel?
Now *that’s* the chaotic-good energy I like.
### 🌑 Using Voxel for a Small Moon
Yes, yes, and maybe—depending on what you mean by “voxel” and how destructive/dynamic you want it. Here’s the breakdown:
—
### 🧱 **Pros of Voxel for a Small Moon**
#### ✅ Full Destructibility:
– Dig, tunnel, deform—feels *alive*. If the moon needs to look like it’s been chewed by reality, voxels are your friend.
#### ✅ Procedural Playgrounds:
– You can spawn random rift formations, fractured terrain, caves, or collapse zones without having to hand-model them.
#### ✅ Easy Biome Variation:
– Color swaps, material changes, or lighting tweaks give each moon-dimension a distinct feel without changing core geometry.
—
### 🔥 Cons and Caveats
#### ❌ Performance:
– Voxels can get *chunky* real fast, especially on complex moons with physics, AI, and streaming.
– You’ll need LOD control, culling, and chunk streaming to keep things smooth.
#### ❌ Replication:
– If you’re using multiplayer or network syncing, voxel terrain state replication is non-trivial.
#### ❌ Tooling:
– Unreal’s default tools don’t handle voxels out of the box. You’ll need:
– **Voxel Plugin Pro** (by Phyronnaz) – fully-featured, destructible terrain, infinite worlds.
– OR roll your own system (not recommended unless you’re already knee-deep in voxel code).
—
### 🧠 Smart Strategy
– Start with **a small, voxel-based moonlet**, encapsulated as your “core zone.”
– Make that the prototype dimension: destructible terrain, one rift, one blueprint puzzle.
– Bake in a feedback loop: deforming terrain could reveal materials or even alter the rift tuning parameters (e.g., resonance crystal under dirt).
—
So yes: voxel a small moon now, get your systems working, and treat each future moon like a remix with new nightmares.
Want help setting up a basic voxel moon with Voxel Plugin Pro and rift zones?
I created a voxel hollow planet using voxel legacy, however when I run it the planet is not there
Ah, welcome to the Voxel Legacy™ ghost planet issue—sounds like the classic *”it’s there in the editor, gone in runtime”* problem. Let’s troubleshoot like grizzled dimension-hopping engineers.
—
### 🛠️ Top Reasons Your Hollow Voxel Planet Is Missing at Runtime
#### 1. **It’s Not Being Generated at Runtime**
– In **Voxel Legacy**, you may have left the “_generate voxel world at runtime_” option disabled.
– ✅ **Fix**: Select your Voxel World actor → check `bCreateWorldAutomatically` or similar option.
#### 2. **Bounds Are Too Small or Misplaced**
– If your planet is centered oddly or the bounds are misconfigured, it may not spawn anything.
– ✅ **Fix**: Double-check the voxel world’s **position**, **scale**, and **world bounds**. Make sure your generator can actually reach the radius of your hollow planet.
#### 3. **Generator Not Hooked Up**
– The generator blueprint or class isn’t attached, or it’s misbehaving.
– ✅ **Fix**: In the Voxel World actor, make sure the “Generator” field is assigned (e.g., to your custom BP_HollowPlanetGenerator).
– Bonus: Open the generator and **print log messages** on generation to see if it’s even running.
#### 4. **Culled by Distance/Camera**
– Sometimes voxel chunks won’t render if you’re too far, or the LOD system doesn’t kick in.
– ✅ **Fix**: Check voxel world `LOD Settings`, set `Invoker` manually if needed (e.g., your player pawn or camera actor).
#### 5. **Missing Materials or Invisible Shader**
– Your material may compile fine but render totally transparent or not at all.
– ✅ **Fix**: Try assigning a basic lit material (`M_Basic_WorldGridMaterial`) to verify visibility.
—
### 🧪 Quick Debug Steps:
1. Is it visible in the editor preview but not PIE (Play In Editor)? Runtime generation is likely off.
2. Can you select and move the planet? Make sure it’s not scaled to 0 or buried below the landscape floor.
3. Hit “Solo” on the Voxel World actor → press F8 in PIE to check if the actor exists at all.
—
You want to paste your planet generator BP logic here? I can sanity-check it.
H=ow do I assign another material to it
Here’s the *no-fluff* way to assign a new material to your **Voxel World** in **Voxel Plugin Legacy**—especially if your planet is playing hide-and-seek:
—
### 🧱 How to Assign a New Material to Voxel World (Legacy)
#### 🧭 Step-by-Step:
1. **Select Your Voxel World Actor** in the level.
2. In the **Details Panel**, locate the **Material Configuration** section.
– Set this to `RGB`, `Single Index`, or `Five-Way Blend`, depending on what you’re using.
3. Scroll to **Materials**.
– There will be a `Material` or `Material Collection` field depending on your configuration.
4. **Assign a basic visible material** like:
– `M_Basic_WorldGridMaterial`
– Or create a quick lit material:
1. Right-click in Content Browser → **Material**
2. Add a **Base Color** node (like a `Vector3` or `TextureSample`)
3. Plug it into **Base Color**
4. Save and assign this to the Voxel World
#### 🧪 Pro tip:**
If it’s still invisible, switch the **Material Configuration** to `RGB` and make sure you’re using a material that supports it. Voxel materials require specific node setups if you’re using blending/multiple indices.
—
### ⚠️ Gotchas:
– If you’re using a **Material Collection**, make sure all materials inside are correctly set up for voxel blending.
– Material must use the `Voxel Material` node setup—especially if you’re blending terrain types.
—
Want a drop-in test material that’ll light up your world like Vegas at night? I can paste one.
How do I turn on gravity? My character keeps falling off
Ah yes—the classic *“space station janitor turned interdimensional spelunker yeets off the moon”* issue. Here’s how to bring back good ol’ gravity in your voxel planet scene in Unreal:
—
### 🌍 Problem: Gravity Isn’t Acting Correctly on Your Voxel Planet
Likely causes:
– You’re using **a round planet**, but **gravity is still linear** (pulls straight down).
– OR gravity is off entirely and your player just floats away like a broken balloon.
—
### 🔧 Fix 1: Enable Regular Gravity (Straight Down)
If you’re fine with standard “Y axis = up”, here’s how to lock it in:
1. Select your **Character Blueprint** (or use the player pawn if you have a custom one).
2. In the **Character Movement Component**:
– ✅ Set **Gravity Scale** = `1.0` (or higher if you want moonboots with rage).
– ✅ Ensure **”Enable Gravity”** is checked.
3. In **Project Settings**:
– Under `Physics` → ensure **Default Gravity Z** is set to `-980` (Unreal default, Earth’s sweet pull).
4. In **World Settings** (select it from the toolbar):
– Check that **Override World Gravity** is off unless you want to set custom values.
This keeps your character grounded—if your planet is “flat from their perspective.”
—
### 🌀 Fix 2: Planetary Gravity (Spherical Gravity to the Core)
If you want the player to walk around a full spherical voxel moon (like Mario Galaxy style):
#### Requires:
– Custom gravity logic.
– Constant force pulling the player toward the **planet’s center**.
#### TL;DR Setup:
1. **Tick Event (Blueprint)**:
“`unreal
Direction = Normalize(PlanetCenter – PlayerLocation)
CharacterMovement->AddForce(Direction * GravityStrength)
Character->SetRotation(LookAt(Direction))
“`
2. Disable standard Unreal gravity on the character.
3. Use a custom movement system or override `PhysCustom()` if you’re in C++.
—
### ⚠️ Reminder:
If you’re using **Voxel Plugin Legacy**, the surface may not have solid collision unless explicitly baked in—make sure the player isn’t *falling through* invisible voxel layers.
—
Want me to spit out the full Blueprint node setup for spherical gravity?
SO how to I point the gravity toward the center of the moonlet
Nice—time to go full sci-fi wizard and bend Newton to your will. Here’s how to **point gravity toward the center of your voxel moonlet** using Blueprints in Unreal.
—
### 🎯 Goal:
Make your character’s gravity pull **toward the center of a sphere** (your moonlet), instead of straight down.
—
### 🧠 Method: Custom Gravity via Blueprint
#### 🧰 What You Need:
– Your **Player Character Blueprint**
– The **location of your planet’s center** (can be a `TargetPoint`, `Actor`, or just a stored `Vector`)
– A custom gravity force applied every tick
—
### 🪛 Setup Steps
#### 1. **Turn Off Default Gravity**
In your **Character Movement Component**:
– Set **Gravity Scale** = `0`
– Set **Enable Gravity** = `false`
#### 2. **Create a Gravity Center Reference**
– Add a `Vector` variable like `PlanetCenter` or an `Actor` variable called `PlanetCore`.
– Set this to the center of your moonlet (can be `GetActorLocation()` of a central planet core actor).
#### 3. **Apply Custom Gravity Every Tick**
In the **Event Tick** of your Character Blueprint:
“`plaintext
Event Tick
→ GetActorLocation (your character’s current position)
→ GetActorLocation (PlanetCore or use PlanetCenter vector)
→ Subtract Vector (PlanetCenter – ActorLocation) → Call this “GravityDirection”
→ Normalize “GravityDirection”
→ Multiply by GravityStrength (like 980 or 5000 if you’re feeling spicy)
→ Use CharacterMovement->AddForce
“`
##### Blueprint Flow (visual style):
“`
[Tick]
→ [Get Player Location]
→ [Get Planet Center]
→ [Subtract: Center – Player]
→ [Normalize Vector]
→ [Multiply by Gravity Strength]
→ [Add Force (Character Movement)]
“`
#### 4. (Optional) Rotate Player to Align With Gravity
If you want your character to “stand” on the spherical surface:
“`plaintext
→ Use “GravityDirection” to calculate a rotation
→ SetActorRotation or use a Capsule Component to smoothly align “up” vector
“`
—
### ✅ Bonus Tip:
If you want smoother physics:
– Use **Add Force** instead of Set Location or Set Velocity
– You can also create a **custom movement mode** (`PhysCustom`) if you need more fine-grain control later.
—
Want the whole node chain copy-pasteable? Or are you adding this logic to something non-standard (e.g., floating pawn, spaceship, etc.)?
Talk to me about assiging bouynacy I am in my vehicle BP (child) with a bouyancy component under pontoons I have 4 array elements – BUT I cannot see where the pontoons are attached in order to place them, Center socket = None and X,y,z of each is a 0
Ah buoyancy—the fine art of not drowning. You’re almost there, but Unreal’s `Buoyancy Component` makes it as cryptic as assembling IKEA furniture with no manual and four extra screws.
Let’s break it down:
—
### 🚤 What’s Happening?
In your **Vehicle BP (Child)**:
– You’ve added a `Buoyancy Component`
– It contains an array of **Pontoons**
– But **you can’t see them** or tell where the heck they’re positioned.
—
### 🧭 How Buoyancy Pontoons Work
Each **Pontoon** is basically a float point in space relative to a **Center Socket or Component**. If `Center Socket = None`, then it assumes the **root component’s location** as the origin.
Each pontoon’s position is just an `X, Y, Z` **offset** from the center. Since all yours are `0,0,0`, they’re stacked at the center—so they do nothing and are visually invisible.
—
### 🛠️ How to Fix It (Visually and Functionally)
#### ✅ 1. Set Up a Visual Anchor (Optional but Smart)
– Add a dummy **Scene Component** in your vehicle BP and name it something like `PontoonAnchor`.
– Now in your **Buoyancy Component**, set **Center Socket** to `PontoonAnchor`.
This gives you a consistent reference point.
—
#### ✅ 2. Configure the Pontoons
In the **Details Panel** of the `Buoyancy Component`:
– Expand the **Pontoons** array.
– Set different `X, Y, Z` values for each one.
– E.g. try `(+100, +100, 0)`, `(-100, +100, 0)`, `(+100, -100, 0)`, `(-100, -100, 0)` for a boxy spread.
—
#### ✅ 3. Enable Visual Debug
Unreal hides pontoons by default (thanks?), but you can show them with:
– In your Blueprint or Level Blueprint:
“`cpp
BuoyancyComponent->DrawDebugPoints = true;
“`
Or check the `Draw Debug` box if exposed in Details.
If not exposed:
– You can subclass the buoyancy component or expose it via Blueprint using a `Set Draw Debug` node.
—
### 🧪 Verify It’s Working
– Place the vehicle in shallow water (or a custom physics water volume).
– It should float, rock, or bob as each pontoon interacts with the water line.
If it sinks or yeets into the stratosphere:
– Check mass settings on the root mesh
– Check water volume setup (must support physics interactions)
– Check that your pontoons are actually intersecting the waterline
—
Want a debug material or simple gizmo to visually mark the pontoon locations in real time?
So I can get bouyancy in bp so what can I do with it
Great! Once you’ve got buoyancy working in Blueprints, you’ve basically given your vehicle a PhD in not dying in water. Here’s what you can *actually do* with it—and how to turn “bobs in water” into gameplay gold:
—
### 🧰 Practical Things You Can Do with Buoyancy in BP
#### 1. **Detect Submersion Levels**
Use the buoyancy component to determine how many pontoons are submerged and how deep.
✅ *Why?*
– Trigger visual/audio effects (splashes, dripping)
– Control drag or acceleration
– Switch to submarine mode if mostly submerged
“`blueprint
→ For Each Pontoon:
→ Check `Is Submerged?`
→ Use submerged count or depth to drive logic
“`
—
#### 2. **Dynamically Adjust Weight or Stability**
Modify the center of mass or buoyancy force in response to player actions or cargo.
✅ *Why?*
– Simulate weight shifting
– Sway/tilt behavior
– Capsize mechanics (yep, tip ’em over if overloaded)
“`blueprint
→ Adjust pontoon positions or gravity scale at runtime
→ Use torque to counterbalance or simulate mass shift
“`
—
#### 3. **Surface-Specific Reactions**
Tie in reactions based on what type of liquid the vehicle is in (mud, water, lava, weird alien jello).
✅ *Why?*
– Create custom drag
– Melt/freeze/float differently
– Make alien oceans push you upward like a trampoline
“`blueprint
→ On Tick or Overlap:
→ Check current water material or tag
→ Adjust buoyancy force / friction / damping
“`
—
#### 4. **Use as Triggers for Animations or Transitions**
Trigger animations, sounds, or level events based on depth, wave hits, or surfacing.
✅ *Examples*:
– Open hatches when partially submerged
– Start bilge pump system
– Play cinematic when fully underwater
—
#### 5. **Create “Water Navigation” Controls**
Adapt your input system to feel different when floating.
✅ *What Changes?*
– Slower turning
– Lower acceleration
– Momentum-based movement
– Add bounce or resistance to water pushes
—
### ⚡ Bonus Madness:
– Add a **buoyancy-based puzzle** where the player has to *flood or drain compartments* to tilt/lift/move vehicles or platforms.
– Build **dynamic boats** where pontoons can be attached/detached mid-game (think modular pontoons that affect balance).
– Track **wave impact forces** to break parts of the ship off dynamically.
—
Want help wiring one of these up? Or a fun “sink if you fail the puzzle” trap setup?
I am trying to get this damn buggy to sink in the water – I have yet to have any success.
Ah, the immortal buggy—clearly blessed by the gods of buoyancy. If it refuses to sink, we’ll need to revoke its float privileges. Let’s troubleshoot this like mad science engineers with a grudge.
—
### 🧨 What’s Probably Going Wrong
Here are the most common causes of a buggy that won’t sink:
#### 1. **Too Many or Too Strong Pontoons**
If you’ve got several pontoons with high buoyancy force or they’re positioned too high, the vehicle floats forever.
#### 2. **Vehicle Mesh Has Too Little Mass**
Light objects float. Unreal physics just obeys Newton and shrugs.
#### 3. **Buoyancy Component Overrides Are Set Too High**
There’s a global “Buoyancy” override in the component you might have cranked unintentionally.
#### 4. **Collision Settings Aren’t Playing Nice**
The vehicle may not be properly colliding with the water volume. No collision, no sinky.
#### 5. **Water Volume Isn’t Physically Interacting**
Not all “liquid-looking” actors apply buoyancy. If it’s a static mesh or a visual-only shader… it’s not water, it’s a lie.
—
### ✅ Fix Checklist – Let’s Make It Sink
#### 🛠️ 1. **Reduce Buoyancy Strength**
Open your `Buoyancy Component` in the buggy BP:
– Set each **Pontoon’s Radius** small (try `5.0`)
– Reduce **Buoyancy Coefficient** drastically (`10.0` or lower)
– Increase **Damping** (`2.0`+ to resist bounce)
—
#### 🛠️ 2. **Lower Pontoon Placement**
Make sure pontoons are **below** the vehicle’s mesh—so they submerge earlier.
Try offsets like:
“`
X: 0
Y: ±100
Z: -50 or -100
“`
—
#### 🛠️ 3. **Increase Vehicle Mass**
Select your main mesh → under **Physics**:
– Check **Simulate Physics**
– Set **Mass Override in Kg** to like… `3000+`
– Enable **Gravity**
—
#### 🛠️ 4. **Check Water Volume**
– Are you using a **WaterBodyOcean**, **Buoyancy Test Volume**, or a custom one?
– Ensure it has:
– **Collision Enabled (Query & Physics)**
– Proper collision profile: “Water” or “Overlap All”
– Is tagged appropriately (if your buoyancy component filters by tag)
—
#### 🛠️ 5. **Disable Buoyancy Entirely to Force Sinking (Test)**
For science:
“`blueprint
→ In Event BeginPlay:
BuoyancyComponent → Set BuoyancyCoefficient to 0
“`
If it still floats? The water isn’t real, or the mesh is ghost-riding physics.
—
### 🧪 Optional: Debug Visuals
You can enable debug drawing:
“`blueprint
→ BuoyancyComponent → Set DrawDebug to True
“`
This shows the pontoon spheres and helps you *see* what’s going on.
—
### Want Full Submersion?
You can also:
– Turn off buoyancy altogether
– Add negative forces manually (e.g. impulse or physics thruster downwards)
– Animate sinking like a sad cutscene if the physics gods just won’t cooperate
—
Want to send me a screenshot of the component settings or the volume setup? I can zero in tighter.