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API > API/Plugins > API/Plugins/Water
| Name | FWaterViewExtension |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterViewExtension.h |
| Include Path | #include "WaterViewExtension.h" |
Syntax
class FWaterViewExtension : public FWorldSceneViewExtension
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FSceneViewExtensionBase → FWorldSceneViewExtension → FWaterViewExtension
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWaterViewExtension
(
const FAutoRegister& AutoReg, |
WaterViewExtension.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FWaterViewExtension() |
WaterViewExtension.h |
Structs
| Name | Remarks |
|---|---|
| FWaterGPUResources | |
| FWaterZoneInfo |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAnyQuadTreeUpdateRequired | bool | This flag lets us know if we can skip looping through water zones for quadtrees updates, as an optimization | WaterViewExtension.h | |
| bForceBoundsUpdate | bool | WaterViewExtension.h | ||
| bRebuildGPUData | bool | WaterViewExtension.h | ||
| bRequestForcedBoundsUpdate | bool | WaterViewExtension.h | ||
| bWaterInfoTextureRebuildPending | bool | WaterViewExtension.h | ||
| CurrentNumViews | int32 | WaterViewExtension.h | ||
| NonDataViewsQuadtreeKeys | TMap< FSceneViewStateInterface *, int32 > | WaterViewExtension.h | ||
| QuadTreeKeyLocationMap | TMap< int32, FVector2D > | Store the locations of every active water mesh scene proxy quad tree based on the key | WaterViewExtension.h | |
| ViewPlayerIndices | TArray< int32, TInlineAllocator< 4 > > | WaterViewExtension.h | ||
| WaterGPUData | TSharedRef< FWaterGPUResources, ESPMode::ThreadSafe > | WaterViewExtension.h | ||
| WaterZoneInfos | TWeakObjectPtrKeyMap< AWaterZone, FWaterZoneInfo > | WaterViewExtension.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddWaterZone
(
AWaterZone* InWaterZone |
WaterViewExtension.h | ||
void CreateSceneProxyQuadtrees
(
FWaterMeshSceneProxy* SceneProxy |
WaterViewExtension.h | ||
void Deinitialize() |
WaterViewExtension.h | ||
const TWeakObjectPtrKeyMap< AWaterZone, FWaterZoneInfo > & GetWaterZoneInfos() |
WaterViewExtension.h | ||
bool GetZoneLocation
(
const AWaterZone* InWaterZone, |
WaterViewExtension.h | ||
void Initialize() |
WaterViewExtension.h | ||
void MarkGPUDataDirty() |
WaterViewExtension.h | ||
void MarkWaterInfoTextureForRebuild
(
const UE::WaterInfo::FRenderingContext& RenderContext |
WaterViewExtension.h | ||
void RemoveWaterZone
(
AWaterZone* InWaterZone |
WaterViewExtension.h |
Overridden from ISceneViewExtension
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginRenderViewFamily
(
FSceneViewFamily& InViewFamily |
WaterViewExtension.h | ||
virtual void PreRenderBasePass_RenderThread
(
FRDGBuilder& GraphBuilder, |
WaterViewExtension.h | ||
virtual void PreRenderView_RenderThread
(
FRDGBuilder& GraphBuilder, |
WaterViewExtension.h | ||
virtual void PreRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
WaterViewExtension.h | ||
virtual void SetupView
(
FSceneViewFamily& InViewFamily, |
FSceneViewExtensionBase implementation : | WaterViewExtension.h | |
virtual void SetupViewFamily
(
FSceneViewFamily& InViewFamily |
WaterViewExtension.h |