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Module |
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Header |
/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterQuadTree.h |
Include |
#include "WaterQuadTree.h" |
struct FWaterBodyRenderData
Render data per water body
Name | Description | ||
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Material |
The standard material to be used for this water body |
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MaterialIndex |
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Priority |
Render priority. If two water bodies overlap, this will decide which water body is used for a tile |
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RiverToLakeMaterial |
Transition materials (Only set up for river water bodies) |
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RiverToLakeMaterialIndex |
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RiverToOceanMaterial |
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RiverToOceanMaterialIndex |
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float |
SurfaceBaseHeight |
World Z position of the waterbody, this is where the tiles for this water body will be rendered |
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WaterBodyIndex |
Offset into the wave data buffer on GPU |
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WaterBodyType |
Water body type. River, Lake or Ocean, defaults to an invalid type |
Name | Description | ||
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operator== ( |