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API > API/Plugins > API/Plugins/Water
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UBuoyancyComponent
References
| Module | Water |
| Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/BuoyancyComponent.h |
| Include | #include "BuoyancyComponent.h" |
Syntax
UCLASS&40;Blueprintable, Config&61;Game, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UBuoyancyComponent : public UActorComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| int8: 1 | bCanBeActive | ||
| int8: 1 | bIsInWaterBody | ||
| int8: 1 | bIsOverlappingWaterBody | ||
| FBuoyancyData | BuoyancyData | ||
| uint8: 1 | bUseAsyncPath | ||
| TMap< uint32, TArray< float > > | ConfiguredPontoonCoefficients | ||
| FBuoyancyComponentAsyncInput * | CurAsyncInput | ||
| FBuoyancyComponentAsyncOutput * | CurAsyncOutput | ||
| EAsyncBuoyancyComponentDataType | CurAsyncType | ||
| TArray< TObjectPtr< UWaterBodyComponent > > | CurrentWaterBodyComponents | ||
| FBuoyancyComponentAsyncOutput * | NextAsyncOutput | ||
| FOnPontoonEnteredWater | OnEnteredWaterDelegate | ||
| FOnPontoonExitedWater | OnExitedWaterDelegate | ||
| float | OutputInterpAlpha | ||
| TArray< FAsyncOutputWrapper > | OutputsWaitingOn | ||
| uint32 | PontoonConfiguration | ||
| TObjectPtr< UPrimitiveComponent > | SimulatingComponent | Primitive component that will be used for physics simulation. | |
| int32 | VelocityPontoonIndex |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBuoyancyComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddCustomPontoon
(
float Radius, |
||
| void | AddCustomPontoon
(
float Radius, |
||
| void | ApplyBuoyancy
(
UPrimitiveComponent* PrimitiveComponent |
||
| void | ApplyForces
(
float DeltaTime, |
||
| FVector | ComputeAngularDragTorque
(
const FVector& AngularVelocity |
||
| void | ComputeBuoyancy
(
FSphericalPontoon& Pontoon, |
||
| FVector | ComputeLinearDragForce
(
const FVector& PhyiscsVelocity |
||
| void | |||
| FVector | ComputeWaterForce
(
const float DeltaTime, |
||
| TUniquePtr< FBuoyancyComponentAsyncAux > | |||
| void | EnteredWaterBody
(
UWaterBodyComponent* WaterBodyComponent |
||
| void | ExitedWaterBody
(
UWaterBodyComponent* WaterBodyComponent |
||
| void | |||
| void | |||
| void | GameThread_ProcessIntermediateAsyncOutput
(
const FBuoyancyComponentAsyncOutput& Output |
||
| void | GameThread_ProcessIntermediateAsyncOutput
(
const FBuoyancyManagerAsyncOutput& AsyncOutput |
||
| TArray< TObjectPtr< UWaterBodyComponent > > & | |||
| const TArray< UWaterBodyComponent * > & | |||
| void | GetLastWaterSurfaceInfo
(
FVector& OutWaterPlaneLocation, |
||
| UPrimitiveComponent * | |||
| float | GetWaterHeight
(
FVector Position, |
||
| float | GetWaterHeight
(
FVector Position, |
||
| void | GetWaterSplineKey
(
FVector Location, |
||
| bool | HasPontoons () |
||
| bool | IsActive () |
||
| bool | |||
| bool | |||
| bool | |||
| void | OnPontoonEnteredWater
(
const FSphericalPontoon& Pontoon |
||
| void | OnPontoonExitedWater
(
const FSphericalPontoon& Pontoon |
||
| void | SetCanBeActive
(
bool bInCanBeActive |
||
| TUniquePtr< FBuoyancyComponentAsyncInput > | SetCurrentAsyncInputOutput
(
int32 InputIdx, |
||
| void | SetCurrentAsyncInputOutputInternal
(
FBuoyancyComponentAsyncInput* CurInput, |
||
| void | |||
| void | Update
(
float DeltaTime |
||
| void | |||
| int32 | UpdatePontoons
(
float DeltaTime, |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Begins Play for the component. | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAsyncOutputWrapper |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FSphericalPontoon > | Pontoons_DEPRECATED |