During the last week I added three additional Dharmapalas (Hayagriva Pegasus, Garuda & An Enormous Snake made out of stone to represent the element Earth). But what really killed me during the last three days, was the blueprint for Mahakala the Manta... when you call him, he will cause the oceans to rise and flood the forest and everything in it.
I created a separate Actor Blueprint, that would slowly rise on Event Tick as soon as the player calls the Dharmapala. But Jonah was constantly forced to the bottom while swimming ... at first I thought it had something to do with gravity ... but the problem was the physics volume. For one reason or another it never triggered the boolean value to turn it into a water volume. Therefore Jonah's blueprint never received the info that he is now actually swimming and able to move up and down. The value was triggered as soon as the physics volume stopped moving, but was set to false again when the water started to rise again. Then there were of course hundreds of overlaps with other physics volumes in the area (lakes, puddles a.s.o). And the Post Process volume only triggered when the actor stopped moving. No idea why.
The solution was to create a singular, gigantic actor blueprint, containing a physics volume, a post process volume and particle FX. But since the volume was so enormous (it had to cover the entire map with all 16 landscapes each with the highest landscape resolution and maximum number of components) the border of the volume always triggered two events instead of one as soon as Jonah set foot into the water, which showed as him walking up and down in space...

Now Jonah was still behaving weirdly when getting close to the surface, so on top of the shape plane branch I incorporated the basic "BeginActorOverlap" system. Both systems seemed to complement each other surprisingly well and each time one of them misfired, the other forced the correct animation and physics behavior.
Now regardless of where the volume is, it will always trigger swimming animations, particle FX and the underwater Post Process Volume.
Days of Fucking work.
S.M