Since the short film that the group that I am a part of, one called "Nets Level" now renamed to "Deep Clean" has multiple shots where water is a thing, the first challenge was making water, which took me a while to figure out. It took me an hour of exploring Unreal 5 and all of its menus before finding a plugin that contained water simulation effects.
Here is a step-by-step guide I compiled together with Paulina Nunez.

The next thing I tackled was adding ripples so that the fishing boat can make a wake in the water which is an absolute time. So I had to enable the engine content folder so that I had access to the full library of content that Unreal offered. I then dropped a fluid sim blueprint in the body of water in the level. After that I set the size of the simulation world size to fit the scene. Make sure that the simulation world size is reasonable as setting it too large won't work. Then, I set it to a Ripple Solver and changed the dampening to .01. I also created a BP_Dynamic_Force_Component blueprint and set the radius to match the size of the boat in the scene. and this is the result.