Module |
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Header |
/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyActor.h |
Include |
#include "WaterBodyActor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract,
HideCategories=(Tags, Activation, Cooking, Replication, Input, Actor, AssetUserData))
class AWaterBody :
public AActor,
public INavRelevantInterface,
public IWaterBrushActorInterface
Name | Description | ||
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ActorIcon |
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bAffectsLandscape |
If enabled, landscape will be deformed based on this water body placed on top of it and landscape height will be considered when determining water depth at runtime |
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bCanAffectNavigation |
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bFillCollisionUnderWaterBodiesForNavmesh |
Prevent navmesh generation under the water geometry |
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bGenerateCollisions |
If true, one or more collision components associated with this water will be generated. |
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bOverrideWaterMesh |
TODO [jonathan.bard] : make sure override water mesh works for all types and remove the bool (WaterMeshOverride is already a pointer. |
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CollisionProfileName |
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CurrentPostProcessSettings |
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CurveSettings |
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ExclusionVolumes |
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Islands |
Islands in this water body |
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TWeakObjectPtr<... |
Landscape |
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LayerWeightmapSettings |
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float |
MaxWaveHeightOffset |
Offset added to the automatically calculated max wave height bounds. |
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OverlapMaterialPriority |
Higher number is higher priority. |
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PhysicalMaterial |
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SplineComp |
The spline data attached to this water type. |
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float |
TargetWaveMaskDepth |
Water depth at which waves start being attenuated. |
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UnderwaterPostProcessMaterial |
Post process material to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water). |
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UnderwaterPostProcessMID |
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UnderwaterPostProcessSettings |
Post process settings to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water). |
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WaterBodyIndex |
Unique Id for accessing (wave, ... ) data in GPU buffers |
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WaterBodyType |
: Remove and always use GetWaterBodyType() |
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WaterHeightmapSettings |
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WaterMaterial |
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UStaticMesh ... |
WaterMeshOverride |
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WaterMID |
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TSubclassOf< UN... |
WaterNavAreaClass |
The navigation area class that will be generated on nav mesh. |
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WaterSplineMetadata |
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WaterWaves |
Name | Description | |
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AWaterBody ( |
Name | Description | ||
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AddExclusionVolume ( |
Adds WaterBody exclusion volume |
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AddIsland ( |
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ApplyNavigationSettings() |
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BeginUpdateWaterBody() |
Called every time UpdateAll is called on WaterBody (prior to UpdateWaterBody) |
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CanAffectNavigation() |
Returns whether the body affects navigation |
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EWaterBodyQu... |
CheckAndAjustQueryFlags ( |
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EWaterBodySt... |
CheckWaterBodyStatus() |
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ContainsExclusionVolume |
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ContainsIsland ( |
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CreateOrUpdateUnderwaterPostProcessMID() |
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CreateOrUpdateWaterMID() |
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float |
FindInputKeyClosestToWorldLocation ( |
Spline query helper. |
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ALandscapePr... |
FindLandscape() |
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FixupOnPostRegisterAllComponents() |
For internal use. |
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float |
GetAudioIntensityAtSplineInputKey ( |
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float |
GetChannelDepth() |
Returns channel depth |
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GetCollisionComponents() |
Returns body's collision components |
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GetCollisionExtents() |
Returns collision extents (For internal use. Please use AWaterBodyOcean instead.) |
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GetCollisionProfileName() |
Returns collision profile name |
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float |
GetConstantDepth() |
Returns what can be considered the single water depth of the water surface. |
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float |
GetConstantSurfaceZ() |
Returns what can be considered the single base Z of the water surface. |
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GetExclusionVolumes() |
Gets the exclusion volume that influence this water body |
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float |
GetHeightOffset() |
Returns the additional water height added to the body (For internal use. Please use AWaterBodyOcean instead.) |
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GetIslands() |
Gets the islands that influence this water body |
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float |
GetMaxWaveHeight() |
Returns the max height that this water body's waves can hit. |
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TSubclassOf<... |
GetNavAreaClass() |
Returns navigation area class |
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GetOverlapMaterialPriority() |
Returns overlap material priority |
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FPostProcess... |
GetPostProcessProperties() |
Returns post process properties |
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UMaterialIns... |
GetRiverToLakeTransitionMaterialInstance() |
Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) |
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UMaterialIns... |
GetRiverToOceanTransitionMaterialInstance() |
Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) |
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float |
GetSimpleWaveHeightAtPosition ( |
Computes the raw wave perturbation of the water height only (simple version : faster computation) |
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GetSurfaceMinMaxZ ( |
Returns the minimum and maximum Z of the water surface, including waves |
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GetTransientMIDFlags() |
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UMaterialIns... |
GetUnderwaterPostProcessMaterialInstance() |
Returns under water post process MID |
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EWaterBodyTy... |
GetWaterBodyType() |
Returns the type of body |
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UMaterialInt... |
GetWaterMaterial() |
Returns water material |
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UMaterialIns... |
GetWaterMaterialInstance() |
Returns water MID |
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UStaticMesh ... |
GetWaterMeshOverride() |
Returns water mesh override |
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GetWaterNavCollisionOffset() |
Returns nav collision offset |
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UWaterSpline... |
GetWaterSpline() |
Returns water spline component |
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UWaterSpline... |
GetWaterSplineMetadata() |
Returns water spline metadata |
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const UWater... |
GetWaterSplineMetadata() |
Returns water spline metadata |
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float |
GetWaterVelocityAtSplineInputKey ( |
Spline queries specific to metadata type |
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GetWaterVelocityVectorAtSplineInputKey ( |
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const UWater... |
GetWaterWaves() |
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float |
GetWaveAttenuationFactor ( |
Computes the attenuation factor to apply to the raw wave perturbation. |
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float |
GetWaveHeightAtPosition |
Computes the raw wave perturbation of the water height/normal |
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GetWaveInfoAtPosition |
Fills wave-related information at the given world position and for this water depth. |
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float |
GetWaveReferenceTime() |
Returns the time basis to use in waves computation (must be unique for all water bodies currently, to ensure proper transitions between water tiles) |
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HasWaves() |
Returns true if there are valid water waves |
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InitializeBody() |
Initializes the water body |
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IsBodyDynamic() |
Returns whether the body is baked (false) at save-time or needs to be dynamically regenerated at runtime (true) and is therefore transient. |
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IsBodyInitialized() |
Returns whether the body was initialized |
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IsFlatSurface() |
Returns whether the body has a flat surface or not |
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IsHeightOffsetSupported() |
Returns whether the body support a height offset |
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IsIconVisible() |
Returns whether icon billboard is visible. |
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IsWaterBodyTypeReadOnly() |
For internal use. |
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IsWaterSplineClosedLoop() |
Returns whether the body's spline is closed |
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IsWaveSupported() |
Returns whether the body supports waves |
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IsWorldLocationInExclusionVolume ( |
Returns true if the location is within one of this water body's exclusion volumes |
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OnPostEditChangeProperty ( |
Called by AWaterBodyActor::PostEditChangeProperty. |
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OnSplineDataChanged() |
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OnWaterBodyChanged |
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OnWaterSplineMetadataChanged ( |
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OnWavesDataUpdated ( |
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PrepareCurrentPostProcessSettings() |
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FWaterBodyQu... |
QueryWaterInfoClosestToWorldLocation ( |
Returns the requested water info closest to this world location |
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RegisterOnChangeWaterSplineMetadata ( |
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RegisterOnUpdateWavesData ( |
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RemoveExclusionVolume ( |
Removes WaterBody exclusion volume |
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RemoveIsland ( |
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RequestGPUWaveDataUpdate() |
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SetDynamicParametersOnMID ( |
Sets the dynamic parameters needed by the material instance for rendering |
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SetDynamicParametersOnUnderwaterPostProcessMID ( |
Sets the dynamic parameters needed by the underwater post process material instance for rendering |
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SetHeightOffset ( |
Sets an additional water height (For internal use. Please use AWaterBodyOcean instead.) |
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SetOceanOnWaterSubsystem() |
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SetUnderwaterPostProcessMaterial ( |
Sets under water post process material |
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SetWaterMaterial ( |
Sets water material |
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SetWaterMeshOverride ( |
Sets the water mesh (when bOverrideWaterMesh is true of the for custom water body actors) |
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SetWaterWaves ( |
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SetWaterWavesInternal ( |
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ShouldGenerateWaterMeshTile() |
Is this water body rendered with the WaterMeshComponent, with the quadtree-based water renderer? |
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UpdateActorIcon() |
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UpdateAll ( |
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UpdateExclusionVolumes() |
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UpdateIslands() |
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UpdateMaterialInstances() |
Creates/Destroys/Updates necessary MIDS |
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UpdateSplineComponent() |
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UpdateWaterBody ( |
Updates WaterBody (called 1st with bWithExclusionVolumes = false, then with true |
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UpdateWaterComponentVisibility() |
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UpdateWaterHeight() |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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CheckForErrors() |
Validates this actor's data |
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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NotifyActorBeginOverlap ( |
Actor Interface |
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NotifyActorEndOverlap ( |
Event when an actor no longer overlaps another actor, and they have separated. |
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OnConstruction ( |
AActor interface |
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PostEditMove ( |
Called after an actor has been moved in the editor |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
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PreInitializeComponents() |
Called right before components are initialized, only called during gameplay |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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PreEditUndo() |
Called before applying a transaction to the object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetNavigationBounds() |
Get bounds for navigation octree |
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GetNavigationData ( |
INavRelevantInterface start. |
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IsNavigationRelevant() |
Are modifiers active? |
Name | Description | ||
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AffectsLandscape() |
Returns true if this water actor is currently setup to modify the landscape : |
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AffectsWaterMesh() |
Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterMeshActor : |
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CanAffectWaterMesh() |
Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterMeshActor : |
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GetBrushRenderDependencies |
Returns the list of objects this actor depends on to render its brush (textures, materials...) |
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ETextureRend... |
GetBrushRenderTargetFormat() |
Returns the format of the render target used to render this actor in the water brush |
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const TMap< ... |
GetLayerWeightmapSettings() |
Returns the landscape weightmap settings, per layer, for this water actor |
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const FWater... |
GetWaterCurveSettings() |
Returns the curve settings for this water actor |
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const FWater... |
GetWaterHeightmapSettings() |
Returns the landscape heightmap settings for this water actor |
Name |
Description |
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EWaterBodyStatus |
Name |
Description |
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FixedZHeightName |
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GlobalOceanHeightName |
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OverriddenWaterDepthName |
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WaterBodyIndexParamName |
Public static constants : |
WaterVelocityAndHeightName |
Name | Description | ||
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TerrainCarvingSettings_DEPRECATED |