FWaterBodyRenderData

Render data per water body

Windows
MacOS
Linux

References

Module

Water

Header

/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterQuadTree.h

Include

#include "WaterQuadTree.h"

Syntax

struct FWaterBodyRenderData

Remarks

Render data per water body

Variables

Name Description

Public variable

UMaterialInterf...

 

Material

The standard material to be used for this water body

Public variable

int16

 

MaterialIndex

Public variable

int16

 

Priority

Render priority. If two water bodies overlap, this will decide which water body is used for a tile

Public variable

UMaterialInterf...

 

RiverToLakeMaterial

Transition materials (Only set up for river water bodies)

Public variable

int16

 

RiverToLakeMaterialIndex

Public variable

UMaterialInterf...

 

RiverToOceanMaterial

Public variable

int16

 

RiverToOceanMaterialIndex

Public variable

float

 

SurfaceBaseHeight

World Z position of the waterbody, this is where the tiles for this water body will be rendered

Public variable

int16

 

WaterBodyIndex

Offset into the wave data buffer on GPU

Public variable

int8

 

WaterBodyType

Water body type. River, Lake or Ocean, defaults to an invalid type

Functions

Name Description

Public function Const

bool

 

IsLake()

Public function Const

bool

 

IsOcean()

Public function Const

bool

 

IsRiver()

Operators

Name Description

Public function Const

bool

 

operator==

(
    const FWaterBodyRenderData& Other
)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss