 |
uint8: 1 |
bEnabled |
|
 |
bool |
bFXEnabled |
Should this pontoon be considered as a candidate location for visual/audio effects upon entering water for burst cues? To be implemented by user |
 |
bool |
bIsInWater |
|
 |
uint8: 1 |
bUseCenterSocket |
|
 |
FVector |
CenterLocation |
|
 |
FName |
CenterSocket |
The socket to center this pontoon on. Also used as the name of the pontoon for effects |
 |
TObjectPtr< UWaterBodyComponent > |
CurrentWaterBodyComponent |
|
 |
float |
ImmersionDepth |
|
 |
FVector |
LocalForce |
|
 |
FVector |
Offset |
|
 |
float |
PontoonCoefficient |
|
 |
float |
Radius |
The radius of the pontoon |
 |
FVector |
RelativeLocation |
Relative Location of pontoon WRT parent actor. Overridden by Center Socket. |
 |
FQuat |
SocketRotation |
|
 |
FTransform |
SocketTransform |
|
 |
TMap< const FSolverSafeWaterBodyData *, float > |
SolverSplineInputKeys |
|
 |
TMap< const FSolverSafeWaterBodyData *, float > |
SolverSplineSegments |
|
 |
FSolverSafeWaterBodyData * |
SolverWaterBody |
|
 |
TMap< const UWaterBodyComponent *, float > |
SplineInputKeys |
|
 |
TMap< const UWaterBodyComponent *, float > |
SplineSegments |
|
 |
int32 |
WaterBodyIndex |
|
 |
float |
WaterDepth |
|
 |
float |
WaterHeight |
|
 |
FVector |
WaterPlaneLocation |
|
 |
FVector |
WaterPlaneNormal |
|
 |
FVector |
WaterSurfacePosition |
|
 |
FVector |
WaterVelocity |
|