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A water quadtree instance owned by FWaterMeshSceneProxy and associated with a certain view. In splitscreen, each player should get their own FViewWaterQuadTree.
| Name | FViewWaterQuadTree |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshSceneProxy.h |
| Include Path | #include "WaterMeshSceneProxy.h" |
Syntax
class FViewWaterQuadTree
Structs
| Name | Remarks |
|---|---|
| FUserDataAndIndirectArgs | |
| FWaterLODParams |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNeedToTraverseGPUQuadTree | bool | WaterMeshSceneProxy.h | ||
| QuadTreeGPU | FWaterQuadTreeGPU | GPU quad tree instance. Only initialized and used if WaterQuadTree.IsGPUQuadTree() is true. | WaterMeshSceneProxy.h | |
| WaterInstanceDataBuffers | TUniquePtr< FWaterInstanceDataBuffersType > | Unique Instance data buffer shared accross water batch draw calls | WaterMeshSceneProxy.h | |
| WaterMeshUserDataBuffers | TUniquePtr< FWaterMeshUserDataBuffersType > | Per-"water render group" user data (the number of groups might vary depending on whether we're in the editor or not) | WaterMeshSceneProxy.h | |
| WaterQuadTree | FWaterQuadTree | Tiles containing water, stored in a quad tree. | WaterMeshSceneProxy.h | |
| WaterQuadTreeGPUTraverseParams | FWaterQuadTreeGPU::FTraverseParams | WaterMeshSceneProxy.h | ||
| WaterQuadTreeMaxHeight | double | WaterMeshSceneProxy.h | ||
| WaterQuadTreeMinHeight | double | Vertical extent of the quadtree. | WaterMeshSceneProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
double GetMaxHeight() |
WaterMeshSceneProxy.h | ||
double GetMinHeight() |
WaterMeshSceneProxy.h | ||
FWaterInstanceDataBuffersType * GetWaterInstanceDataBuffers() |
WaterMeshSceneProxy.h | ||
FWaterLODParams GetWaterLODParams
(
const FVector& Position, |
Evaluates the CPU quadtree at the given position and returns parameters used for CPU quadtree draw call generation. | WaterMeshSceneProxy.h | |
FWaterMeshUserDataBuffersType * GetWaterMeshUserDataBuffers() |
WaterMeshSceneProxy.h | ||
const FWaterQuadTree & GetWaterQuadTree() |
WaterMeshSceneProxy.h | ||
FUserDataAndIndirectArgs PrepareGPUQuadTreeForRendering
(
const TArray< const FSceneView* >& Views, |
Allocates transient GPU resources to build indirect draw calls for the GPU quadtree and returns parameters needed by the water vertex factory to draw the quadtree. | WaterMeshSceneProxy.h | |
void TraverseGPUQuadTree
(
FRDGBuilder& GraphBuilder, |
Traverses the GPU quadtree to build indirect draw calls and associated buffers. May also initialize the GPU quadtree if it wasn't initialized already. | WaterMeshSceneProxy.h | |
void Update
(
const FWaterQuadTreeBuilder& Builder, |
Rebuilds the quadtree at the specified position. | WaterMeshSceneProxy.h |