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API > API/Plugins > API/Plugins/Water
| Name | AWaterZone |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterZoneActor.h |
| Include Path | #include "WaterZoneActor.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, HideCategories=(Physics, Replication, Input, Collision))
class AWaterZone : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AWaterZone
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AWaterZone
(
const FObjectInitializer& ObjectInitializer |
WaterZoneActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| WaterInfoTextureArray | TObjectPtr< UTextureRenderTarget2DArray > | WaterZoneActor.h |
|
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| WaterInfoTextureArrayNumSlices | int32 | WaterZoneActor.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorIcon | TObjectPtr< UBillboardComponent > | WaterZoneActor.h |
|
|
| bAutoIncludeLandscapesAsTerrain | bool | When set to true, all landscape proxies that intersect with the bounds of this water zone will be included as ground actors regardless if they have WaterTerrain components. | WaterZoneActor.h |
|
| bEnableLocalOnlyTessellation | bool | Enables the Local Tessellation mode for this water zone. | WaterZoneActor.h |
|
| bHalfPrecisionTexture | bool | Determines if the WaterInfoTexture should be 16 or 32 bits per channel | WaterZoneActor.h |
|
| bNeedsWaterInfoRebuild | bool | WaterZoneActor.h | ||
| BoundsComponent | TObjectPtr< UBoxComponent > | A manipulatable box for visualizing/editing the water zone bounds | WaterZoneActor.h |
|
| CaptureZOffset | float | Offsets the height above the water zone at which the WaterInfoTexture is rendered. | WaterZoneActor.h |
|
| GroundZMin | float | WaterZoneActor.h | ||
| LocalTessellationExtent | FVector | The diameters in local space units for the region within which dynamic tessellation occurs. | WaterZoneActor.h |
|
| OnHeightmapStreamedHandle | FDelegateHandle | WaterZoneActor.h | ||
| OnLandscapeComponentDataChangedHandle | FDelegateHandle | WaterZoneActor.h | ||
| OnWaterInfoTextureArrayCreated | FOnWaterInfoTextureArrayCreated | WaterZoneActor.h |
|
|
| OverlapPriority | int32 | Higher number is higher priority. | WaterZoneActor.h |
|
| OwnedWaterBodies | TArray< TWeakObjectPtr< UWaterBodyComponent > > | WaterZoneActor.h |
|
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| RenderTargetResolution | FIntPoint | WaterZoneActor.h |
|
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| SelectedWaterBodies | TArray< TWeakObjectPtr< AWaterBody > > | WaterZoneActor.h |
|
|
| VelocityBlurRadius | int32 | Radius of the velocity blur in the finalize water info pass | WaterZoneActor.h |
|
| WaterHeightExtents | FVector2f | WaterZoneActor.h | ||
| WaterMesh | TObjectPtr< UWaterMeshComponent > | The water mesh component | WaterZoneActor.h |
|
| WaterZoneIndex | int32 | Unique Id for accessing zone data (Location, extent, ,...) in GPU buffers | WaterZoneActor.h |
|
| ZoneExtent | FVector2D | The maximum size in local space of the water zone. | WaterZoneActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddWaterBodyComponent
(
UWaterBodyComponent* WaterBodyComponent |
WaterZoneActor.h | ||
void ForEachWaterBodyComponent
(
TFunctionRef< bool(UWaterBodyComponent*)> Predicate |
Execute a predicate function on each valid water body within the water zone. | WaterZoneActor.h | |
void GetAllDynamicWaterInfoBounds
(
TArray< FBox >& OutBounds |
Retrieves all the per-view bounds for this water zone | WaterZoneActor.h | |
void GetAllDynamicWaterInfoCenters
(
TArray< FVector >& OutCenters |
Retrieves all the per-view centers for this water zone | WaterZoneActor.h | |
bool GetDynamicWaterInfoBounds
(
int32 PlayerIndex, |
Retrieves the dynamic water info bounds for a specific player index in OutBounds. | WaterZoneActor.h | |
bool GetDynamicWaterInfoCenter
(
int32 PlayerIndex, |
Retrieves the dynamic water info center for a specific player index in OutCenter. | WaterZoneActor.h | |
FVector GetDynamicWaterInfoExtent() |
WaterZoneActor.h | ||
float GetGroundZMin() |
WaterZoneActor.h | ||
FOnWaterInfoTextureArrayCreated & GetOnWaterInfoTextureArrayCreated() |
WaterZoneActor.h | ||
int32 GetOverlapPriority() |
WaterZoneActor.h | ||
FIntPoint GetRenderTargetResolution() |
WaterZoneActor.h | ||
uint32 GetVelocityBlurRadius() |
WaterZoneActor.h | ||
FVector2f GetWaterHeightExtents() |
WaterZoneActor.h | ||
const UWaterMeshComponent * GetWaterMeshComponent () |
WaterZoneActor.h | ||
| WaterZoneActor.h | |||
int32 GetWaterZoneIndex() |
WaterZoneActor.h |
|
|
FBox GetZoneBounds() |
WaterZoneActor.h | ||
FBox2D GetZoneBounds2D() |
WaterZoneActor.h | ||
FVector2D GetZoneExtent() |
WaterZoneActor.h | ||
bool IsLocalOnlyTessellationEnabled() |
WaterZoneActor.h | ||
void MarkForRebuild
(
EWaterZoneRebuildFlags Flags, |
Mark aspects of the water zone for rebuild based on the Flags parameter within a given region. | WaterZoneActor.h | |
void MarkForRebuild
(
EWaterZoneRebuildFlags Flags, |
Mark aspects of the water zone for rebuild based on the Flags parameter. | WaterZoneActor.h | |
void RemoveWaterBodyComponent
(
UWaterBodyComponent* WaterBodyComponent |
WaterZoneActor.h | ||
void SetFarMeshMaterial
(
UMaterialInterface* InFarMaterial |
WaterZoneActor.h |
|
|
void SetRenderTargetResolution
(
FIntPoint NewResolution |
WaterZoneActor.h | ||
void SetZoneExtent
(
FVector2D NewExtents |
WaterZoneActor.h | ||
void Update() |
WaterZoneActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
WaterZoneActor.h | ||
virtual TUniquePtr< class FWorldPartitionActorDesc > CreateClassActorDesc() |
WaterZoneActor.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
WaterZoneActor.h | ||
virtual void GetStreamingBounds
(
FBox& OutRuntimeBounds, |
WaterZoneActor.h | ||
virtual void PostRegisterAllComponents() |
WaterZoneActor.h | ||
virtual void PostUnregisterAllComponents() |
WaterZoneActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
WaterZoneActor.h | ||
virtual void PostLoadSubobjects
(
FObjectInstancingGraph* OuterInstanceGraph |
WaterZoneActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
WaterZoneActor.h |