[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(Category=Rendering, EditAnywhere, BlueprintReadOnly,
Meta=(EditCondition="bGenerateCollisions", DisplayAfter="WaterMaterial"))
UMaterialInterface * 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).