unreal.WaterSubsystem
¶
-
class
unreal.
WaterSubsystem
(outer=None, name='None')¶ Bases:
unreal.WorldSubsystem
This is the API used to get information about water at runtime
C++ Source:
Plugin: Water
Module: Water
File: WaterSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
on_camera_underwater_state_changed
(OnCameraUnderwaterStateChanged): [Read-Write] On Camera Underwater State Changedon_water_scalability_changed
(OnWaterScalabilityChanged): [Read-Write] On Water Scalability Changed
-
get_ocean_base_height
() → float¶ Returns the base height of the ocean. This should correspond to its world Z position
- Returns
- Return type
-
get_ocean_total_height
() → float¶ Returns the total height of the ocean. This should correspond to the base height plus any additional height, like flood for example
- Returns
- Return type
-
classmethod
get_shallow_water_max_dynamic_forces
() → int32¶ Get Shallow Water Max Dynamic Forces
- Returns
- Return type
int32
-
classmethod
get_shallow_water_max_impulse_forces
() → int32¶ Get Shallow Water Max Impulse Forces
- Returns
- Return type
int32
-
classmethod
get_shallow_water_simulation_render_target_size
() → int32¶ Get Shallow Water Simulation Render Target Size
- Returns
- Return type
int32
-
is_shallow_water_simulation_enabled
() → bool¶ Is Shallow Water Simulation Enabled
- Returns
- Return type
-
property
on_camera_underwater_state_changed
¶ [Read-Write] On Camera Underwater State Changed
-
property
on_water_scalability_changed
¶ [Read-Write] On Water Scalability Changed
- Type