I'm trying to make certain props float when they otherwise wouldn't /
shouldn't (for example, large metal objects)
Now, I've gotten this to work to an extent, using
IPhysicsObject::SetBuoyancyRatio()

However, it seems that the way this works depends upon the material used
maybe?

So, for example, if I do BigMetalThing->SetBuoyancyRatio( 0.085 ) in one
type of water (the murky, poisonous canal water), it floats well, but in a
different type of water (clear, plain water), it floats poorly.

So I'm wanting to make it so I don't have to save custom buoyancies on a per
material basis (assuming the material is what's causing this behavior), how
do I go about modifying the 'buoyancy factor' so that all water entities are
created equal?

Thanks!

Ryan
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