AWaterBodyIsland

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Inheritance Hierarchy

References

Module

Water

Header

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

Include

#include "WaterBodyIslandActor.h"

Syntax

UCLASS(Blueprintable)
class AWaterBodyIsland :
    public AActor,
    public IWaterBrushActorInterface

Variables

Name Description

Public variable UProperty Transient

UBillboardCompo...

 

ActorIcon

Protected variable UProperty Category, Meta BlueprintReadOnly visibleanywhere

UWaterSplineCom...

 

SplineComp

The spline data attached to this water type.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FWaterCurveSett...

 

WaterCurveSettings

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FWaterBodyHeigh...

 

WaterHeightmapSettings

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TMap< FName, FW...

 

WaterWeightmapSettings

Constructors

Name Description

Public function

AWaterBodyIsland

(
    const FObjectInitializer& ObjectIn...
)

Functions

Overridden from AActor

Name Description

Protected function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Protected function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Protected function Virtual

void

 

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

Protected function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from IWaterBrushActorInterface

Name Description

Public function Virtual Const

bool

 

AffectsLandscape()

Returns true if this water actor is currently setup to modify the landscape :

Public function Virtual Const

bool

 

AffectsWaterMesh()

Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterZoneActor :

Public function Virtual Const

bool

 

CanAffectWaterMesh()

Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterZoneActor :

Public function Virtual Const

void

 

GetBrushRenderDependencies

(
    TSet< UObject* >& OutDependen...
)

Returns the list of objects this actor depends on to render its brush (textures, materials...)

Public function Virtual Const

ETextureRend...

 

GetBrushRenderTargetFormat()

Returns the format of the render target used to render this actor in the water brush

Public function Virtual Const

const TMap< ...

 

GetLayerWeightmapSettings()

Returns the landscape weightmap settings, per layer, for this water actor

Public function Virtual Const

const FWater...

 

GetWaterCurveSettings()

Returns the curve settings for this water actor

Public function Virtual Const

const FWater...

 

GetWaterHeightmapSettings()

Returns the landscape heightmap settings for this water actor