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API > API/Plugins > API/Plugins/Buoyancy
Buoyancy Subsystem
| Name | UBuoyancySubsystem |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Buoyancy/Source/Runtime/Public/BuoyancySubsystem.h |
| Include Path | #include "BuoyancySubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UBuoyancySubsystem : public UTickableWorldSubsystem
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → UTickableWorldSubsystem → UBuoyancySubsystem
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UTickableWorldSubsystem → UBuoyancySubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBuoyancySubsystem() |
BuoyancySubsystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBuoyancySettingsChanged | bool | BuoyancySubsystem.h | ||
| BuoyancySettings | FBuoyancySettings | BuoyancySubsystem.h | ||
| bWaterObjectsChanged | bool | BuoyancySubsystem.h | ||
| NetMode | ENetMode | BuoyancySubsystem.h | ||
| SimCallback | FBuoyancySubsystemSimCallback * | BuoyancySubsystem.h | ||
| SimCallback_AllocatedSize | uint32 | BuoyancySubsystem.h | ||
| SplineData | FBuoyancyWaterSplineDataManager * | BuoyancySubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool FindOverlappingWaterBodies
(
const FBox BoundingBox, |
Given a bounding box, perform an overlap test and filter for water bodies. | BuoyancySubsystem.h | |
SIZE_T GetAllocatedSize() |
BuoyancySubsystem.h | ||
bool IsEnabled() |
Return true if subsystem is enabled and running. | BuoyancySubsystem.h | |
bool QueryWaterBody
(
const FVector& InputPosition, |
Query a water body given a FBuoyancyWaterSplineData object representing a water body note this is designed to only work on the physics thread, but the FBuoyancyWaterSplineData data is generated once and then only written to if water bodies change (uncommon). | BuoyancySubsystem.h | |
bool SetEnabled
(
const bool bEnabled |
Return true if enable/disable was successful, or if we were already in the target state. | BuoyancySubsystem.h | |
bool SetEnabledWithUpdatedNetModeCallback
(
const bool bEnabled |
BuoyancySubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnWaterBodyAdded
(
UWaterBodyComponent* WaterBodyComponent |
FWaterBodyManager delegate begin callbacks. | BuoyancySubsystem.h | |
void OnWaterBodyRemoved
(
UWaterBodyComponent* WaterBodyComponent |
BuoyancySubsystem.h |
Overridden from UWorldSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitialize() |
BuoyancySubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
BuoyancySubsystem.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
BuoyancySubsystem.h | ||
virtual void Tick
(
float DeltaTime |
BuoyancySubsystem.h |