Navigation
API > API/Plugins > API/Plugins/Water
Inheritance Hierarchy
- FPrimitiveSceneProxy
- FWaterMeshSceneProxy
References
Module | Water |
Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshSceneProxy.h |
Include | #include "WaterMeshSceneProxy.h" |
Syntax
class FWaterMeshSceneProxy : public FPrimitiveSceneProxy
Remarks
Water mesh scene proxy
Constructors
Type | Name | Description | |
---|---|---|---|
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FWaterMeshSceneProxy
(
UWaterMeshComponent* Component |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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uint32 | ||
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void | OnTessellatedWaterMeshBoundsChanged_GameThread
(
const FBox2D& InTessellatedWaterMeshBounds |
Overridden from FPrimitiveSceneProxy
Type | Name | Description | |
---|---|---|---|
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bool | ||
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void | GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. |
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uint32 | Every derived class should override these functions | |
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SIZE_T | GetTypeHash () |
Return a type (or subtype) specific hash for sorting purposes |
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FPrimitiveViewRelevance | GetViewRelevance
(
const FSceneView* View |
Determines the relevance of this primitive's elements to the given view. |
Typedefs
Name | Description |
---|---|
WaterInstanceDataBuffersType | |
WaterMeshUserDataBuffersType | |
WaterVertexFactoryType | At runtime, we only ever need one version of the vertex factory : with selection support (editor) or without : |