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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyRiverComponent.h |
Include |
#include "WaterBodyRiverComponent.h" |
UCLASS(Blueprintable)
class UWaterBodyRiverComponent : public UWaterBodyComponent
Name | Description | ||
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LakeTransitionMaterial |
Material used when a river is overlapping a lake. |
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LakeTransitionMID |
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OceanTransitionMaterial |
This is the material used when a river is overlapping the ocean. |
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OceanTransitionMID |
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SplineMeshComponents |
Name | Description | |
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UWaterBodyRiverComponent ( |
Name | Description | ||
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CreateOrUpdateLakeTransitionMID() |
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CreateOrUpdateOceanTransitionMID() |
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GenerateMeshes() |
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SetLakeTransitionMaterial ( |
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SetOceanTransitionMaterial ( |
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UpdateSplineMesh ( |
Name | Description | ||
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GetBrushRenderableComponents() |
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GetCollisionComponents() |
Returns body's collision components |
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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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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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EWaterBodyTy... |
GetWaterBodyType() |
UWaterBodyComponent Interface |
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OnPostEditChangeProperty ( |
Called by UWaterBodyComponent::PostEditChangeProperty. |
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OnUpdateBody ( |
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Reset() |
UWaterBodyComponent Interface |
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UpdateMaterialInstances() |
Creates/Destroys/Updates necessary MIDS |