This method uses a render target UV size blueprint that follows the position of the player. In this case that is the boat. Based off my previous project here: • UE4 Infinite Water Ripples , where this render target will move with the player, so size and multiple render targets aren't an issue. A custom time counter is used in the event tick, which is based off the content examples water interaction map (BlueprintRenderToTarget map).
More optimisation is required, and better blueprint layouts, as well as adding gerstner waves into the water material so bounancy can be used!