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API > API/Plugins > API/Plugins/Buoyancy
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UBuoyancyRuntimeSettings
References
| Module | Buoyancy |
| Header | /Engine/Plugins/Experimental/Buoyancy/Source/Runtime/Public/BuoyancyRuntimeSettings.h |
| Include | #include "BuoyancyRuntimeSettings.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, Meta=(DisplayName="Buoyancy"))
class UBuoyancyRuntimeSettings : public UDeveloperSettings
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bBuoyancyEnabled | Whether or not the buoyancy subsystem should run. | |
| bool | bEnableSplineKeyCacheGrid | When enabled, cache computed water spline keys in a grid to avoid recalculation | |
| bool | bKeepFloatingObjectsAwake | Prevent floating particles from falling asleep by explicitly setting object state to dynamic when they are detected. | |
| TEnumAsByte< ECollisionChannel > | CollisionChannelForWaterObjects | Collision channel to use for water ObjectTypes | |
| int32 | MaxNumBoundsSubdivisions | Maximum number of times that a buoyancy bounds can be split into 8 | |
| float | MinBoundsSubdivisionVol | Minimum volume bounding box which can be produced by a subdivision operation | |
| float | MinVelocityForSurfaceTouchCallback | Minimum velocity of an object relative to a water required in order to trigger a submersion callback. | |
| float | SplineKeyCacheGridSize | When using EnableSplineKeyCacheGrid, set grid size to this value. | |
| uint32 | SplineKeyCacheLimit | Number of grid cells a single spline can cache at one time. | |
| uint8 | SurfaceTouchCallbackFlags | Callback data for water surface contacts will be generated according to these flags | |
| float | WaterDensity | Density of water to use in buoyancy calculations. The density of water is approximately 1g/cm3 | |
| float | WaterDrag | Drag factor for submerged objects. |
Overridden from UDeveloperSettings
| Type | Name | Description | |
|---|---|---|---|
| FName | Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject interface | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Typedefs
| Name | Description |
|---|---|
| FOnUpdateSettings |
Constants
| Name | Description |
|---|---|
| OnSettingsChange |