Swimming System #
This is our quick walkthrough of the swimming system:
Animation Blueprint #
Anim BP switch #
- This system includes a swimming Anim BP
- Please assign the swimming BP to your character

Anim BP Own #
- If you do want to use my anim BP, implement it on your own BP:




Setting up Physics Volume #
- To be able to detect swimming, you need to setup a Physics Volume with “Water Volume” checked and the fluid friction set to ~10. You can check the volume out in the example map and copy paste that into the Island Map. (Example images from old map)

- Also setup the swimming post process volume.

- And setup the underwater ambient sound effect:

Core Principles of the Swimming System #
The swimming system consists of these main functionalities:
- Swimming
- Diving
- Breathing
The swimming system will alter some variables in the extended movement basic component when swimming. After that it will take over the handling of the movement. This will move the character towards the forward of the camera instead of the forward of the character.

On initialisation we’re creating a breathing point. This will determine if the character is underwater. This can also be used to remove oxygen in an attribute system.

There are also some swimming animations included together with an animation blueprint. In that animation blueprint I’ve created logic for the correct swimming animations to be used.

Controls: #
Please note that the Enhanced Input system plugin is used in this project to move the character and handle any input. You can set that up to your own liking. If enhanced input is enabled, all controls will work automatically.
These inputs are for instance being used in the extended movement component. This is the component that handles the movement of the character, but also the looking around. If you don’t want to use the Enhanced input System. You must change all inputs currently implemented.


