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API > API/Plugins > API/Plugins/Buoyancy
Buoyancy Sim Callback
| Name | FBuoyancySubsystemSimCallbackInput |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Buoyancy/Source/Runtime/Public/BuoyancySubsystem.h |
| Include Path | #include "BuoyancySubsystem.h" |
Syntax
struct FBuoyancySubsystemSimCallbackInput : public Chaos::FSimCallbackInput
Inheritance Hierarchy
- FSimCallbackInput → FBuoyancySubsystemSimCallbackInput
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BuoyancySettings | TUniquePtr< FBuoyancySettings > | Here we use a unique ptr so that it is possible to provide an async input without buoyancy settings (which may be eventually desirable when we eventually are passing lists of water bodies or water wave data). | BuoyancySubsystem.h | |
| NetMode | TOptional< ENetMode > | Set when net mode changes - should be one time on initialization. | BuoyancySubsystem.h | |
| SplineData | TOptional< FBuoyancyWaterSplineDataManager * > | If this ptr is set, then we have a new spline data manager... | BuoyancySubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Reset() |
BuoyancySubsystem.h |