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Render data per water body
| Name | FWaterBodyRenderData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterQuadTree.h |
| Include Path | #include "WaterQuadTree.h" |
Syntax
struct FWaterBodyRenderData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoundsMaxZ | double | WaterQuadTree.h | ||
| BoundsMinZ | double | Z bounds of the water body | WaterQuadTree.h | |
| Material | FMaterialRenderProxy * | The standard material to be used for this water body | WaterQuadTree.h | |
| MaterialIndex | int16 | WaterQuadTree.h | ||
| MaxWaveHeight | float | Maximum Z displacement due to waves | WaterQuadTree.h | |
| Priority | int16 | Render priority. If two water bodies overlap, this will decide which water body is used for a tile | WaterQuadTree.h | |
| RiverToLakeMaterial | FMaterialRenderProxy * | Transition materials (Only set up for river water bodies) | WaterQuadTree.h | |
| RiverToLakeMaterialIndex | int16 | WaterQuadTree.h | ||
| RiverToOceanMaterial | FMaterialRenderProxy * | WaterQuadTree.h | ||
| RiverToOceanMaterialIndex | int16 | WaterQuadTree.h | ||
| SurfaceBaseHeight | double | World Z position of the waterbody, this is where the tiles for this water body will be rendered | WaterQuadTree.h | |
| WaterBodyIndex | int16 | Offset into the wave data buffer on GPU | WaterQuadTree.h | |
| WaterBodyType | int8 | Water body type. River, Lake or Ocean, defaults to an invalid type | WaterQuadTree.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsLake() |
WaterQuadTree.h | ||
bool IsOcean() |
WaterQuadTree.h | ||
bool IsRiver() |
WaterQuadTree.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FWaterBodyRenderData& Other |
WaterQuadTree.h |