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Module |
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Header |
/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyComponent.h |
Include |
#include "WaterBodyComponent.h" |
UCLASS(Abstract,
HideCategories=(Tags, Activation, Cooking, Replication, Input, AssetUserData, Mesh))
class UWaterBodyComponent : public UPrimitiveComponent
Name | Description | ||
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bAffectsLandscape |
If enabled, landscape will be deformed based on this water body placed on top of it and landscape height will be considered when determining water depth at runtime |
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bCanAffectNavigation |
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bFillCollisionUnderWaterBodiesForNavmesh |
Prevent navmesh generation under the water geometry |
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bGenerateCollisions |
If true, one or more collision components associated with this water will be generated. |
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bOverrideWaterMesh |
TODO [jonathan.bard] : make sure override water mesh works for all types. |
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float |
CollisionHeightOffset |
The distance above the surface of the water where collision checks should still occur. |
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CollisionProfileName |
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CurrentPostProcessSettings |
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CurveSettings |
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ExclusionVolumes |
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Islands |
Islands in this water body |
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TWeakObjectPtr<... |
Landscape |
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LayerWeightmapSettings |
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float |
MaxWaveHeightOffset |
Offset added to the automatically calculated max wave height bounds. |
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OverlapMaterialPriority |
Higher number is higher priority. |
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PhysicalMaterial |
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float |
ShapeDilation |
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float |
TargetWaveMaskDepth |
Water depth at which waves start being attenuated. |
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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). |
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UnderwaterPostProcessMID |
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UnderwaterPostProcessSettings |
Post process settings to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water). |
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WaterBodyIndex |
Unique Id for accessing (wave, ... ) data in GPU buffers |
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WaterHeightmapSettings |
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WaterMaterial |
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UStaticMesh ... |
WaterMeshOverride |
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WaterMID |
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TSubclassOf< UN... |
WaterNavAreaClass |
The navigation area class that will be generated on nav mesh. |
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WaterSplineMetadata |
Name | Description | |
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UWaterBodyComponent ( |
Name | Description | ||
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AddExclusionVolume ( |
Adds WaterBody exclusion volume |
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AddIsland ( |
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AffectsLandscape() |
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AffectsWaterMesh() |
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ApplyNavigationSettings() |
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BeginUpdateWaterBody() |
Called every time UpdateAll is called on WaterBody (prior to UpdateWaterBody) |
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CanAffectNavigation() |
Returns whether the body affects navigation |
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CanAffectWaterMesh() |
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EWaterBodyQu... |
CheckAndAjustQueryFlags ( |
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CheckWaterBodyStatus() |
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ContainsExclusionVolume |
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ContainsIsland ( |
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CreateOrUpdateUnderwaterPostProcessMID() |
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CreateOrUpdateWaterMID() |
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float |
FindInputKeyClosestToWorldLocation ( |
Spline query helper. |
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ALandscapePr... |
FindLandscape() |
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float |
GetAudioIntensityAtSplineInputKey ( |
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GetBrushRenderableComponents() |
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GetBrushRenderDependencies |
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ETextureRend... |
GetBrushRenderTargetFormat() |
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float |
GetChannelDepth() |
Returns channel depth |
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GetCollisionComponentBounds() |
Returns the body's collision component bounds |
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GetCollisionComponents() |
Returns body's collision components |
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GetCollisionExtents() |
Returns collision extents (For internal use. Please use AWaterBodyOcean instead.) |
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GetCollisionProfileName() |
Returns collision profile name |
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float |
GetConstantDepth() |
Returns what can be considered the single water depth of the water surface. |
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float |
GetConstantSurfaceZ() |
Returns what can be considered the single base Z of the water surface. |
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GetConstantVelocity() |
Returns what can be considered the single water velocity of the water surface. |
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GetExclusionVolumes() |
Gets the exclusion volume that influence this water body |
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float |
GetHeightOffset() |
Returns the additional water height added to the body (For internal use. Please use AWaterBodyOcean instead.) |
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GetIslands() |
Gets the islands that influence this water body |
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const TMap< ... |
GetLayerWeightmapSettings() |
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float |
GetMaxWaveHeight() |
Returns the max height that this water body's waves can hit. |
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TSubclassOf<... |
GetNavAreaClass() |
Returns navigation area class |
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GetOverlapMaterialPriority() |
Returns overlap material priority |
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FPostProcess... |
GetPostProcessProperties() |
Returns post process properties |
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UMaterialIns... |
GetRiverToLakeTransitionMaterialInstance() |
Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) |
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UMaterialIns... |
GetRiverToOceanTransitionMaterialInstance() |
Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) |
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float |
GetSimpleWaveHeightAtPosition ( |
Computes the raw wave perturbation of the water height only (simple version : faster computation) |
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GetStandardRenderableComponents() |
Retrieves the list of primitive components that this water body uses when not being rendered by the water mesh (e.g. the static mesh component used when WaterMeshOverride is specified) |
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GetSurfaceMinMaxZ ( |
Returns the minimum and maximum Z of the water surface, including waves |
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GetTransientMIDFlags() |
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UMaterialIns... |
GetUnderwaterPostProcessMaterialInstance() |
Returns under water post process MID |
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AWaterBody &... |
GetWaterBodyActor() |
Returns the WaterBodyActor who owns this component |
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GetWaterBodyIndex() |
Returns the unique id of this water body for accessing data in GPU buffers |
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EWaterBodyTy... |
GetWaterBodyType() |
Returns the type of body |
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const FWater... |
GetWaterCurveSettings() |
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const FWater... |
GetWaterHeightmapSettings() |
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UMaterialInt... |
GetWaterMaterial() |
Returns water material |
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UMaterialIns... |
GetWaterMaterialInstance() |
Returns water MID |
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UStaticMesh ... |
GetWaterMeshOverride() |
Returns water mesh override |
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GetWaterNavCollisionOffset() |
Returns nav collision offset |
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UWaterSpline... |
GetWaterSpline() |
Returns water spline component |
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UWaterSpline... |
GetWaterSplineMetadata() |
Returns water spline metadata |
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const UWater... |
GetWaterSplineMetadata() |
Returns water spline metadata |
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GetWaterSurfaceInfoAtLocation |
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float |
GetWaterVelocityAtSplineInputKey ( |
Spline queries specific to metadata type |
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GetWaterVelocityVectorAtSplineInputKey ( |
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UWaterWavesB... |
GetWaterWaves() |
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float |
GetWaveAttenuationFactor ( |
Computes the attenuation factor to apply to the raw wave perturbation. |
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float |
GetWaveHeightAtPosition |
Computes the raw wave perturbation of the water height/normal |
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GetWaveInfoAtPosition |
Fills wave-related information at the given world position and for this water depth. |
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float |
GetWaveReferenceTime() |
Returns the time basis to use in waves computation (must be unique for all water bodies currently, to ensure proper transitions between water tiles) |
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HasWaves() |
Returns true if there are valid water waves |
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IsBodyDynamic() |
Returns whether the body is baked (false) at save-time or needs to be dynamically regenerated at runtime (true) and is therefore transient. |
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IsFlatSurface() |
Returns whether the body has a flat surface or not |
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IsHeightOffsetSupported() |
Returns whether the body support a height offset |
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IsWaterSplineClosedLoop() |
Returns whether the body's spline is closed |
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IsWaveSupported() |
Returns whether the body supports waves |
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IsWorldLocationInExclusionVolume ( |
Returns true if the location is within one of this water body's exclusion volumes |
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OnPostEditChangeProperty ( |
Called by UWaterBodyComponent::PostEditChangeProperty. |
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OnSplineDataChanged() |
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OnUpdateBody ( |
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OnWaterBodyChanged |
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OnWaterSplineMetadataChanged ( |
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OnWavesDataUpdated ( |
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PrepareCurrentPostProcessSettings() |
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FWaterBodyQu... |
QueryWaterInfoClosestToWorldLocation ( |
Returns the requested water info closest to this world location |
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RegisterOnChangeWaterSplineMetadata ( |
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RegisterOnUpdateWavesData ( |
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RemoveExclusionVolume ( |
Removes WaterBody exclusion volume |
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RemoveIsland ( |
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RequestGPUWaveDataUpdate() |
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Reset() |
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SetDynamicParametersOnMID ( |
Sets the dynamic parameters needed by the material instance for rendering. |
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SetDynamicParametersOnUnderwaterPostProcessMID ( |
Sets the dynamic parameters needed by the underwater post process material instance for rendering. |
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SetHeightOffset ( |
Sets an additional water height (For internal use. Please use AWaterBodyOcean instead.) |
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SetUnderwaterPostProcessMaterial ( |
Sets under water post process material |
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SetWaterMaterial ( |
Sets water material |
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SetWaterMeshOverride ( |
Sets the water mesh (when bOverrideWaterMesh is true of the for custom water body actors) |
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ShouldGenerateWaterMeshTile() |
Is this water body rendered with the WaterMeshComponent, with the quadtree-based water renderer? |
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UpdateAll ( |
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UpdateComponentVisibility ( |
Updates the bVisible/bHiddenInGame flags on the component and eventually the child renderable components (e.g. custom water body) |
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UpdateExclusionVolumes() |
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UpdateIslands() |
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UpdateMaterialInstances() |
Creates/Destroys/Updates necessary MIDS |
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UpdateSplineComponent() |
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UpdateWaterBody ( |
Updates WaterBody (called 1st with bWithExclusionVolumes = false, then with true |
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UpdateWaterHeight() |
Name | Description | ||
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MoveComponentImpl ( |
Override this method for custom behavior for MoveComponent |
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OnHiddenInGameChanged() |
Overridable internal function to respond to changes in the hidden in game value of the component. |
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OnVisibilityChanged() |
Overridable internal function to respond to changes in the visibility of the component. |
Name | Description | ||
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CheckForErrors() |
Validates this component's data |
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OnComponentDestroyed ( |
Called when a component is destroyed |
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OnRegister() |
Component interface |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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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 |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditUndo() |
Called before applying a transaction to the object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetNavigationBounds() |
Get bounds for navigation octree |
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GetNavigationData ( |
INavRelevantInterface start. |
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IsNavigationRelevant() |
Are modifiers active? |
Name |
Description |
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FixedVelocityName |
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FixedWaterDepthName |
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FixedZHeightName |
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GlobalOceanHeightName |
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WaterAreaParamName |
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WaterBodyIndexParamName |
Public static constants : |
WaterVelocityAndHeightName |