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Unreal Engine C++ API Reference > Plugins > Water
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AWaterBody
- AWaterBodyCustom
- AWaterBodyLake
- AWaterBodyOcean
- AWaterBodyRiver
References
Module | Water |
Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyActor.h |
Include | #include "WaterBodyActor.h" |
Syntax
UCLASS&40;Blueprintable, Abstract,
HideCategories&61;&40;Tags, Activation, Cooking, Replication, Input, Actor, AssetUserData&41;&41;
class AWaterBody :
public AActor,
public IWaterBrushActorInterface
Variables
Type | Name | Description | |
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TObjectPtr< UWaterBodyInfoMeshComponent > | DilatedWaterInfoMeshComponent | |
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TObjectPtr< UWaterSplineComponent > | SplineComp | The spline data attached to this water type. |
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TObjectPtr< UWaterBodyComponent > | WaterBodyComponent | |
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int32 | WaterBodyIndex | Unique Id for accessing (wave, ... ) data in GPU buffers |
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TArray< TObjectPtr< UWaterBodyStaticMeshComponent > > | WaterBodyStaticMeshComponents | |
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EWaterBodyType | WaterBodyType | |
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TObjectPtr< UWaterBodyInfoMeshComponent > | WaterInfoMeshComponent | |
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TObjectPtr< UWaterSplineMetadata > | WaterSplineMetadata | |
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TObjectPtr< UWaterWavesBase > | WaterWaves | #todo_water: This should be moved to the component when component subobjects are supported |
Constructors
Type | Name | Description | |
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AWaterBody
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Removes all invalid references in the WaterBodyStaticMeshComponents list. | |
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void | ||
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UWaterBodyComponent * | Returns the water body component | |
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const TArray< TObjectPtr< UWaterBodyStaticMeshComponent > > & | ||
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EWaterBodyType | Returns the type of body | |
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UWaterSplineComponent * | Returns water spline component | |
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UWaterSplineMetadata * | ||
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const UWaterSplineMetadata * | ||
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UWaterWavesBase * | ||
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void | Initializes the water body by creating the respective component for this water body type. | |
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void | SetWaterBodyStaticMeshComponents
(
TArrayView< TObjectPtr< UWaterBodyStaticMeshComponent >> NewComponentList, |
Sets up a new list of water body static mesh components. |
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void | SetWaterWaves
(
UWaterWavesBase* InWaterWaves |
|
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void | SetWaterWavesInternal
(
UWaterWavesBase* InWaterWaves |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | GetActorDescProperties
(
FPropertyPairsMap& PropertyPairsMap |
Add properties to the actor desc. |
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bool | Indicates whether this actor contributes to the HLOD generation. | |
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void | NotifyActorBeginOverlap
(
AActor* OtherActor |
Actor Interface |
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void | NotifyActorEndOverlap
(
AActor* OtherActor |
Event when an actor no longer overlaps another actor, and they have separated. |
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void | Populate the duplication seed when duplicating the actor for PIE. | |
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void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | |
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void | PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor |
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void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | |
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void | Called right before components are initialized, only called during gameplay | |
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void | Called before all the components in the Components array are registered, called both in editor and during gameplay | |
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void | SetActorHiddenInGame
(
bool bNewHidden |
Sets the actor to be hidden in the game |
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bool | SetIsHiddenEdLayer
(
bool bIsHiddenEdLayer |
Changes bHiddenEdLayer flag and returns true if flag changed. |
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void | SetIsTemporarilyHiddenInEditor
(
bool bIsHidden |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session |
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void | UnregisterAllComponents
(
bool bForReregister |
Unregister all currently registered components |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IWaterBrushActorInterface
Type | Name | Description | |
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bool | Returns true if this water actor is currently setup to modify the landscape : | |
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bool | Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterZoneActor : | |
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bool | Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterZoneActor : | |
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TArray< UPrimitiveComponent * > | Returns an ordered list of components to render in the actor brush render pass (e.g. USplineMeshComponents for rivers) | |
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void | GetBrushRenderDependencies
(
TSet< UObject* >& OutDependencies |
Returns the list of objects this actor depends on to render its brush (textures, materials...) |
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ETextureRenderTargetFormat | Returns the format of the render target used to render this actor in the water brush | |
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const TMap< FName, FWaterBodyWeightmapSettings > & | Returns the landscape weightmap settings, per layer, for this water actor | |
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const FWaterCurveSettings & | Returns the curve settings for this water actor | |
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const FWaterBodyHeightmapSettings & | Returns the landscape heightmap settings for this water actor |
Deprecated Variables
Type | Name | Description | |
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bool | bAffectsLandscape_DEPRECATED | |
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bool | bCanAffectNavigation_DEPRECATED | |
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bool | bFillCollisionUnderWaterBodiesForNavmesh_DEPRECATED | |
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bool | bGenerateCollisions_DEPRECATED | |
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bool | bOverrideWaterMesh_DEPRECATED | |
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FName | CollisionProfileName_DEPRECATED | |
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FWaterCurveSettings | CurveSettings_DEPRECATED | |
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TArray< TLazyObjectPtr< AWaterBodyExclusionVolume > > | ExclusionVolumes_DEPRECATED | |
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TArray< TLazyObjectPtr< AWaterBodyIsland > > | Islands_DEPRECATED | |
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TMap< FName, FWaterBodyWeightmapSettings > | LayerWeightmapSettings_DEPRECATED | |
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float | MaxWaveHeightOffset_DEPRECATED | |
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int32 | OverlapMaterialPriority_DEPRECATED | |
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TObjectPtr< UPhysicalMaterial > | PhysicalMaterial_DEPRECATED | |
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float | ShapeDilation_DEPRECATED | |
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float | TargetWaveMaskDepth_DEPRECATED | |
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FLandmassTerrainCarvingSettings | TerrainCarvingSettings_DEPRECATED | |
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TObjectPtr< UMaterialInterface > | UnderwaterPostProcessMaterial_DEPRECATED | |
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TObjectPtr< UMaterialInstanceDynamic > | UnderwaterPostProcessMID_DEPRECATED | |
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FUnderwaterPostProcessSettings | UnderwaterPostProcessSettings_DEPRECATED | |
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FWaterBodyHeightmapSettings | WaterHeightmapSettings_DEPRECATED | |
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TObjectPtr< UMaterialInterface > | WaterMaterial_DEPRECATED | |
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TObjectPtr< UStaticMesh > | WaterMeshOverride_DEPRECATED | |
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TObjectPtr< UMaterialInstanceDynamic > | WaterMID_DEPRECATED | |
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TSubclassOf< UNavAreaBase > | WaterNavAreaClass_DEPRECATED |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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float | GetAudioIntensityAtSplineInputKey
(
float InKey |
Moved to WaterBodyComponent |
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TArray< AWaterBodyExclusionVolume * > | Moved to WaterBodyComponent | |
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TArray< AWaterBodyIsland * > | GetIslands () |
Moved to WaterBodyComponent |
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UMaterialInstanceDynamic * | Moved to WaterBodyComponent | |
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UMaterialInstanceDynamic * | Moved to WaterBodyComponent | |
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UMaterialInstanceDynamic * | Moved to WaterBodyComponent | |
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float | GetWaterVelocityAtSplineInputKey
(
float InKey |
Moved to WaterBodyComponent |
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FVector | GetWaterVelocityVectorAtSplineInputKey
(
float InKey |
Moved to WaterBodyComponent |
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bool | Moved to WaterBodyComponent | |
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void | OnWaterBodyChanged
(
bool bShapeOrPositionChanged, |
Moved to WaterBodyComponent |
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void | SetWaterMaterial
(
UMaterialInterface* InMaterial |
Moved to WaterBodyComponent |