| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshComponent.h |
Include |
#include "WaterMeshComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering, Water),
HideCategories=(Object, Activation, "Components|Activation"), EditInlineNew)
class UWaterMeshComponent : public UMeshComponent
Water Mesh Component responsible for generating and rendering a continuous water mesh on top of all the existing water body actors in the world The component contains a quadtree which defines where there are water tiles. A function for traversing the quadtree and outputing a list of instance data for each tile to be rendered from a point of view is included
Name | Description | ||
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ExtentInTiles |
The extent of the system in number of tiles. |
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FarDistanceMaterial |
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float |
FarDistanceMeshExtent |
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ForceCollapseDensityLevel |
At above what density level a tile is allowed to force collapse even if not all leaf nodes in the subtree are present. |
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RTWorldLocation |
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RTWorldSizeVector |
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float |
TileSize |
World size of the water tiles at LOD0. |
Name | Description | |
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UWaterMeshComponent() |
Name | Description | ||
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FWaterTileIn... |
GetFarDistanceInstanceData() |
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float |
GetLODScale() |
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GetTessellationFactor() |
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const TSet< ... |
GetUsedMaterialsSet() |
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FMaterialRel... |
GetWaterMaterialRelevance ( |
Use this instead of GetMaterialRelevance, since this one will go over all materials from all tiles |
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const FWater... |
GetWaterQuadTree() |
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IsEnabled() |
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MarkWaterMeshGridDirty() |
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SetLandscapeInfo |
HACK [jonathan.bard] (start) : This is to make sure that the RTWorldLocation / RTWorldSizeVector MPC params can be serialized and set at runtime on the Water MPC. |
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Update() |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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GetNumMaterials() |
Return number of material elements in this primitive |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
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ShouldRenderSelected() |
Return true if the owner is selected and this component is selectable |
Name | Description | ||
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |