UWaterSubsystem

This is the API used to get information about water at runtime

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Water

Header

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

Include

#include "WaterSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Transient)
class UWaterSubsystem : public UTickableWorldSubsystem

Remarks

This is the API used to get information about water at runtime

Variables

Constructors

Name Description

Public function

UWaterSubsystem()

Functions

Name Description

Public function Static

bool

 

GetAllowWaterSubsystemOnPreviewWorld()

Public function Const

ABuoyancyMan...

 

GetBuoyancyManager()

Public function Const UFunction BlueprintCallable, BlueprintPure, Category

float

 

GetCameraUnderwaterDepth()

Public function Const

UMaterialPar...

 

GetMaterialParameterCollection()

Public function

TWeakObjectP...

 

GetOceanActor()

Public function Const UFunction BlueprintCallable, Category

float

 

GetOceanBaseHeight()

Returns the base height of the ocean. This should correspond to its world Z position

Public function Const UFunction BlueprintCallable, Category

float

 

GetOceanFloodHeight()

Returns the relative flood height

Public function Const UFunction BlueprintCallable, Category

float

 

GetOceanTotalHeight()

Returns the total height of the ocean.

Public function Const

float

 

GetOverrideSmoothedWorldTimeSeconds()

Public function Static UFunction BlueprintCallable, Category

int32

 

GetShallowWaterMaxDynamicForces()

Public function Static UFunction BlueprintCallable, Category

int32

 

GetShallowWaterMaxImpulseForces()

Public function Static UFunction BlueprintCallable, Category

int32

 

GetShallowWaterSimulationRenderTargetSize()

Public function Const

bool

 

GetShouldOverrideSmoothedWorldTimeSeconds()

Public function Const UFunction BlueprintCallable, Category

float

 

GetSmoothedWorldTimeSeconds()

Public function Static

FWaterBodyMa...

 

GetWaterBodyManager

(
    UWorld* InWorld
)

Static helper function to get a waterbody manager from a world, returns nullptr if world or manager don't exist

Public function Const

AWaterMeshAc...

 

GetWaterMeshActor()

Public function Static

UWaterSubsys...

 

GetWaterSubsystem

(
    const UWorld* InWorld
)

Static helper function to get a water subsystem from a world, returns nullptr if world or subsystem don't exist

Public function Const UFunction BlueprintCallable, Category

float

 

GetWaterTimeSeconds()

Public function Const UFunction BlueprintCallable, BlueprintPure, Category

bool

 

IsShallowWaterSimulationEnabled()

Public function Const UFunction BlueprintCallable, BlueprintPure, Category

bool

 

IsUnderwaterPostProcessEnabled()

Public function Const UFunction BlueprintCallable, BlueprintPure, Category

bool

 

IsWaterRenderingEnabled()

Public function

void

 

MarkAllWaterMeshesForRebuild()

Public function UFunction BlueprintCallable, Category

void

 

PrintToWaterLog

(
    const FString& Message,
    bool bWarning
)

Public function Static

void

 

SetAllowWaterSubsystemOnPreviewWorld

(
    bool bInValue
)

Public function

void

 

SetOceanActor

(
    TWeakObjectPtr< AWaterBody > InOcea...
)

Public function UFunction BlueprintCallable, Category

void

 

SetOceanFloodHeight

(
    float InFloodHeight
)

Public function

void

 

SetOverrideSmoothedWorldTimeSeconds

(
    float InTime
)

Public function

void

 

SetShouldOverrideSmoothedWorldTimeSeconds

(
    bool bOverride
)

Public function

void

 

SetShouldPauseWaveTime

(
    bool bInPauseWaveTime
)

Public function

void

 

SetSmoothedWorldTimeSeconds

(
    float InTime
)

Overridden from UWorldSubsystem

Name Description

Public function Virtual Const

bool

 

DoesSupportWorldType

(
    EWorldType::Type WorldType
)

UWorldSubsystem implementation Begin.

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

USubsystem implementation Begin.

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

bool

 

IsTickable()

FTickableGameObject implementation Begin.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Classes

Name

Description

Public class

FOnWaterSubsystemInitialized

Public struct

FScopedAllowWaterSubsystemOnPreviewWorld

Little scope object to temporarily change the value of bAllowWaterSubsystemOnPreviewWorld

Constants

Name

Description

bAllowWaterSubsystemOnPreviewWorld

By default, there is no water subsystem allowed on preview worlds except when explicitly requested :

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