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API > API/Plugins > API/Plugins/Water
| Name | UWaterBodyComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyComponent.h |
| Include Path | #include "WaterBodyComponent.h" |
Syntax
UCLASS (MinimalAPI, Abstract,
HideCategories=(Tags, Activation, Cooking, Physics, Replication, Input, AssetUserData, Mesh))
class UWaterBodyComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UWaterBodyComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWaterBodyComponent
(
const FObjectInitializer& ObjectInitializer |
WaterBodyComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GlobalOceanHeightName | const FName | WaterBodyComponent.h | |
| MaxFlowVelocityParamName | const FName | WaterBodyComponent.h | |
| WaterBodyIndexParamName | const FName | Public static constants : | WaterBodyComponent.h |
| WaterBodyZOffsetParamName | const FName | WaterBodyComponent.h | |
| WaterVelocityAndHeightName | const FName | WaterBodyComponent.h | |
| WaterZoneIndexParamName | const FName | WaterBodyComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectsLandscape | bool | If enabled, landscape will be deformed based on this water body placed on top of it and landscape height will be considered when determining water depth at runtime | WaterBodyComponent.h |
|
| CollisionHeightOffset | float | The distance above the surface of the water where collision checks should still occur. | WaterBodyComponent.h |
|
| CurveSettings | FWaterCurveSettings | WaterBodyComponent.h |
|
|
| LayerWeightmapSettings | TMap< FName, FWaterBodyWeightmapSettings > | WaterBodyComponent.h |
|
|
| MaxWaveHeightOffset | float | Offset added to the automatically calculated max wave height bounds. | WaterBodyComponent.h |
|
| ShapeDilation | float | WaterBodyComponent.h |
|
|
| StaticMeshSettings | FWaterBodyStaticMeshSettings | WaterBodyComponent.h |
|
|
| TargetWaveMaskDepth | float | Water depth at which waves start being attenuated. | WaterBodyComponent.h |
|
| UnderwaterPostProcessMaterial | TObjectPtr< UMaterialInterface > | Post process material to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water). | WaterBodyComponent.h |
|
| UnderwaterPostProcessSettings | FUnderwaterPostProcessSettings | Post process settings to apply when the camera goes underwater (only available when collisions are enabled as they are needed to detect if the camera is under water). | WaterBodyComponent.h |
|
| WaterHeightmapSettings | FWaterBodyHeightmapSettings | WaterBodyComponent.h |
|
|
| WaterHLODMaterial | TObjectPtr< UMaterialInterface > | WaterBodyComponent.h |
|
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| WaterInfoMaterial | TObjectPtr< UMaterialInterface > | WaterBodyComponent.h |
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| WaterMaterial | TObjectPtr< UMaterialInterface > | WaterBodyComponent.h |
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| WaterStaticMeshMaterial | TObjectPtr< UMaterialInterface > | WaterBodyComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsRenderedByWaterMeshAndVisible | bool | Boolean to keep track of whether the water body is visible in the water mesh. | WaterBodyComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddExclusionVolume
(
AWaterBodyExclusionVolume* InExclusionVolume |
Adds WaterBody exclusion volume | WaterBodyComponent.h | |
void AddIsland
(
AWaterBodyIsland* Island |
WaterBodyComponent.h | ||
virtual bool AffectsLandscape() |
WaterBodyComponent.h | ||
virtual bool AffectsWaterInfo() |
WaterBodyComponent.h | ||
virtual bool AffectsWaterMesh() |
WaterBodyComponent.h | ||
virtual bool CanEverAffectWaterInfo() |
WaterBodyComponent.h | ||
virtual bool CanEverAffectWaterMesh() |
WaterBodyComponent.h | ||
bool ContainsExclusionVolume
(
TSoftObjectPtr< AWaterBodyExclusionVolume > InExclusionVolume |
WaterBodyComponent.h | ||
bool ContainsIsland
(
TSoftObjectPtr< AWaterBodyIsland > Island |
WaterBodyComponent.h | ||
float FindInputKeyClosestToWorldLocation
(
const FVector& WorldLocation |
Spline query helper. | WaterBodyComponent.h | |
virtual ALandscapeProxy * FindLandscape() |
WaterBodyComponent.h | ||
virtual bool GenerateWaterBodyMesh
(
UE::Geometry::FDynamicMesh3& OutMesh, |
Generates the mesh representation of the water body | WaterBodyComponent.h | |
virtual float GetAudioIntensityAtSplineInputKey
(
float InKey |
WaterBodyComponent.h |
|
|
UBakedShallowWaterSimulationComponent * GetBakedShallowWaterSimulation() |
Get the baked shallow water simulation for this water body | WaterBodyComponent.h | |
virtual TArray< UPrimitiveComponent * > GetBrushRenderableComponents() |
WaterBodyComponent.h | ||
virtual void GetBrushRenderDependencies
(
TSet< UObject* >& OutDependencies |
WaterBodyComponent.h | ||
virtual ETextureRenderTargetFormat GetBrushRenderTargetFormat() |
WaterBodyComponent.h | ||
float GetChannelDepth() |
Returns channel depth | WaterBodyComponent.h | |
virtual FBox GetCollisionComponentBounds() |
Returns the body's collision component bounds | WaterBodyComponent.h | |
virtual TArray< UPrimitiveComponent * > GetCollisionComponents
(
bool bInOnlyEnabledComponents |
Returns body's collision components | WaterBodyComponent.h |
|
virtual FVector GetCollisionExtents() |
Returns collision half-extents | WaterBodyComponent.h | |
virtual float GetConstantDepth () |
Returns what can be considered the single water depth of the water surface. | WaterBodyComponent.h | |
virtual float GetConstantSurfaceZ () |
Returns what can be considered the single base Z of the water surface. | WaterBodyComponent.h | |
virtual FVector GetConstantVelocity () |
Returns what can be considered the single water velocity of the water surface. | WaterBodyComponent.h | |
UWaterBodyInfoMeshComponent * GetDilatedWaterInfoMeshComponent() |
WaterBodyComponent.h | ||
TArray< AWaterBodyExclusionVolume * > GetExclusionVolumes() |
Gets the exclusion volume that influence this water body | WaterBodyComponent.h |
|
virtual float GetHeightOffset() |
Returns the additional water height added to the body (For internal use. Please use AWaterBodyOcean instead.) | WaterBodyComponent.h | |
virtual UMaterialInterface * GetHLODMaterial() |
WaterBodyComponent.h | ||
virtual FMeshDescription GetHLODMeshDescription() |
WaterBodyComponent.h | ||
TArray< AWaterBodyIsland * > GetIslands() |
Gets the islands that influence this water body | WaterBodyComponent.h |
|
const TMap< FName, FWaterBodyWeightmapSettings > & GetLayerWeightmapSettings() |
WaterBodyComponent.h | ||
float GetMaxWaveHeight () |
Returns the max height that this water body's waves can hit. | WaterBodyComponent.h |
|
int32 GetOverlapMaterialPriority() |
Returns overlap material priority | WaterBodyComponent.h | |
UPhysicalMaterial * GetPhysicalMaterial() |
Returns the physical material of this water body. | WaterBodyComponent.h | |
FPostProcessVolumeProperties GetPostProcessProperties() |
Returns post process properties | WaterBodyComponent.h | |
virtual UMaterialInterface * GetRiverToLakeTransitionMaterial() |
Returns river to lake transition water material | WaterBodyComponent.h |
|
virtual UMaterialInstanceDynamic * GetRiverToLakeTransitionMaterialInstance() |
Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) | WaterBodyComponent.h |
|
virtual UMaterialInterface * GetRiverToOceanTransitionMaterial() |
Returns river to ocean transition water material | WaterBodyComponent.h |
|
virtual UMaterialInstanceDynamic * GetRiverToOceanTransitionMaterialInstance() |
Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) | WaterBodyComponent.h |
|
virtual TArray< UPrimitiveComponent * > GetStandardRenderableComponents() |
Retrieves the list of primitive components that this water body uses when not being rendered by the water mesh (e.g. the static mesh component used when WaterMeshOverride is specified) | WaterBodyComponent.h |
|
virtual void GetSurfaceMinMaxZ
(
float& OutMinZ, |
Returns the minimum and maximum Z of the water surface, including waves | WaterBodyComponent.h | |
UMaterialInstanceDynamic * GetUnderwaterPostProcessMaterialInstance() |
Returns under water post process MID | WaterBodyComponent.h |
|
AWaterBody * GetWaterBodyActor() |
Returns the WaterBodyActor who owns this component | WaterBodyComponent.h |
|
int32 GetWaterBodyIndex() |
Returns the unique id of this water body for accessing data in GPU buffers | WaterBodyComponent.h | |
const FWaterBodyStaticMeshSettings & GetWaterBodyStaticMeshSettings() |
WaterBodyComponent.h | ||
virtual EWaterBodyType GetWaterBodyType() |
Returns the type of body | WaterBodyComponent.h | |
const FWaterCurveSettings & GetWaterCurveSettings() |
WaterBodyComponent.h | ||
const FWaterBodyHeightmapSettings & GetWaterHeightmapSettings() |
WaterBodyComponent.h | ||
UMaterialInstanceDynamic * GetWaterInfoMaterialInstance() |
Returns water info MID | WaterBodyComponent.h |
|
UWaterBodyInfoMeshComponent * GetWaterInfoMeshComponent() |
WaterBodyComponent.h | ||
UMaterialInstanceDynamic * GetWaterLODMaterialInstance() |
Returns water LOD MID | WaterBodyComponent.h |
|
UMaterialInterface * GetWaterMaterial() |
Returns water material | WaterBodyComponent.h |
|
UMaterialInstanceDynamic * GetWaterMaterialInstance() |
Returns water MID | WaterBodyComponent.h |
|
UStaticMesh * GetWaterMeshOverride() |
Returns water mesh override | WaterBodyComponent.h | |
FVector GetWaterNavCollisionOffset() |
Returns nav collision offset | WaterBodyComponent.h | |
UWaterSplineComponent * GetWaterSpline() |
Returns water spline component | WaterBodyComponent.h |
|
const UWaterSplineMetadata * GetWaterSplineMetadata () |
Returns water spline metadata | WaterBodyComponent.h | |
| Returns water spline metadata | WaterBodyComponent.h | ||
UMaterialInterface * GetWaterStaticMeshMaterial() |
Returns material used to render the water as a static mesh | WaterBodyComponent.h | |
UMaterialInstanceDynamic * GetWaterStaticMeshMaterialInstance() |
Returns water static mesh MID | WaterBodyComponent.h |
|
bool GetWaterSurfaceInfoAtLocation
(
const FVector& InLocation, |
WaterBodyComponent.h |
|
|
virtual float GetWaterVelocityAtSplineInputKey
(
float InKey |
Spline queries specific to metadata type | WaterBodyComponent.h |
|
virtual FVector GetWaterVelocityVectorAtSplineInputKey
(
float InKey |
WaterBodyComponent.h |
|
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UWaterWavesBase * GetWaterWaves() |
WaterBodyComponent.h |
|
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AWaterZone * GetWaterZone() |
Gets the water zone to which this component belongs | WaterBodyComponent.h | |
bool GetWaveInfoAtPosition
(
const FVector& InPosition, |
Fills wave-related information at the given world position and for this water depth. | WaterBodyComponent.h | |
virtual float GetWaveReferenceTime() |
Returns the time basis to use in waves computation (must be unique for all water bodies currently, to ensure proper transitions between water tiles) | WaterBodyComponent.h | |
bool HasWaves() |
Returns true if there are valid water waves | WaterBodyComponent.h | |
virtual bool IsBodyDynamic() |
Returns whether the body is baked (false) at save-time or needs to be dynamically regenerated at runtime (true) and is therefore transient. | WaterBodyComponent.h | |
virtual bool IsWaveSupported() |
Returns whether the body supports waves | WaterBodyComponent.h | |
bool IsWorldLocationInExclusionVolume
(
const FVector& InWorldLocation |
Returns true if the location is within one of this water body's exclusion volumes | WaterBodyComponent.h | |
void MarkOwningWaterZoneForRebuild
(
EWaterZoneRebuildFlags InRebuildFlags, |
Marks the owning water zone for rebuild. | WaterBodyComponent.h | |
void OnWaterBodyChanged
(
const FOnWaterBodyChangedParams& InParams |
WaterBodyComponent.h | ||
void OnWaterBodyChanged
(
bool bShapeOrPositionChanged, |
WaterBodyComponent.h |
|
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virtual FWaterBodyQueryResult QueryWaterInfoClosestToWorldLocation
(
const FVector& InWorldLocation, |
WaterBodyComponent.h | ||
void RemoveExclusionVolume
(
AWaterBodyExclusionVolume* InExclusionVolume |
Removes WaterBody exclusion volume | WaterBodyComponent.h | |
void RemoveIsland
(
AWaterBodyIsland* Island |
WaterBodyComponent.h | ||
virtual void Reset() |
WaterBodyComponent.h | ||
void SetAudioIntensityAtSplineInputKey
(
float InKey, |
WaterBodyComponent.h |
|
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void SetBakedShallowWaterSimulation
(
TObjectPtr< UBakedShallowWaterSimulationComponent > BakedSim |
Set the baked shallow water simulation for this water body | WaterBodyComponent.h | |
virtual bool SetDynamicParametersOnMID
(
UMaterialInstanceDynamic* InMID |
Sets the dynamic parameters needed by the material instance for rendering. | WaterBodyComponent.h | |
virtual bool SetDynamicParametersOnUnderwaterPostProcessMID
(
UMaterialInstanceDynamic* InMID |
Sets the dynamic parameters needed by the underwater post process material instance for rendering. | WaterBodyComponent.h | |
virtual bool SetDynamicParametersOnWaterInfoMID
(
UMaterialInstanceDynamic* InMID |
Sets the dynamic parameters needed by the material instance for rendering the water info texture. | WaterBodyComponent.h | |
virtual void SetHeightOffset
(
float InHeightOffset |
Sets an additional water height (For internal use. Please use AWaterBodyOcean instead.) | WaterBodyComponent.h | |
virtual void SetHLODMaterial
(
UMaterialInterface* InMaterial |
WaterBodyComponent.h | ||
void SetNavAreaClass
(
TSubclassOf< UNavAreaBase > NewWaterNavAreaClass |
Set the navigation area class | WaterBodyComponent.h | |
void SetUnderwaterPostProcessMaterial
(
UMaterialInterface* InMaterial |
Sets under water post process material | WaterBodyComponent.h |
|
void SetUseBakedSimulationForQueriesAndPhysics
(
bool bUseBakedSimulation |
Set toggle to use baked simulations if they are valid | WaterBodyComponent.h | |
void SetWaterAndUnderWaterPostProcessMaterial
(
UMaterialInterface* InWaterMaterial, |
WaterBodyComponent.h |
|
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void SetWaterBodyStaticMeshEnabled
(
bool bEnabled |
WaterBodyComponent.h |
|
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void SetWaterInfoMaterial
(
UMaterialInterface* InMaterial |
Sets the material used to draw the Water Info Texture for this water body | WaterBodyComponent.h |
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void SetWaterMaterial
(
UMaterialInterface* InMaterial |
Sets water material | WaterBodyComponent.h |
|
void SetWaterMeshOverride
(
UStaticMesh* InMesh |
Sets a static mesh to use as a replacement for the water mesh (for water bodies that are being rendered by the water mesh) | WaterBodyComponent.h | |
void SetWaterStaticMeshMaterial
(
UMaterialInterface* InMaterial |
Sets water static mesh material | WaterBodyComponent.h |
|
void SetWaterVelocityAtSplineInputKey
(
float InKey, |
WaterBodyComponent.h |
|
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void SetWaterZoneOverride
(
const TSoftObjectPtr< AWaterZone >& InWaterZoneOverride |
Override the default behavior of water bodies finding their water zone based on bounds and set a specific water zone to which this water body should register. | WaterBodyComponent.h |
|
bool ShouldGenerateWaterMeshTile() |
Is this water body rendered with the WaterMeshComponent, with the quadtree-based water renderer? | WaterBodyComponent.h | |
virtual TValueOrError< FWaterBodyQueryResult, EWaterBodyQueryError > TryQueryWaterInfoClosestToWorldLocation
(
const FVector& InWorldLocation, |
Returns the requested water info closest to this world location | WaterBodyComponent.h | |
void UpdateAll
(
const FOnWaterBodyChangedParams& InParams |
WaterBodyComponent.h | ||
void UpdateIslands() |
WaterBodyComponent.h | ||
virtual void UpdateMaterialInstances() |
Creates/Destroys/Updates necessary MIDS | WaterBodyComponent.h | |
void UpdateVisibility() |
Updates the bVisible/bHiddenInGame flags on the component and eventually the child renderable components (e.g. custom water body) | WaterBodyComponent.h | |
void UpdateWaterBodyRenderData() |
WaterBodyComponent.h | ||
virtual void UpdateWaterSpriteComponent() |
WaterBodyComponent.h | ||
void UpdateWaterZones
(
bool bAllowChangesDuringCook |
Registers or this water body with corresponding overlapping water zones and unregisters it from any old zones if they are no longer overlapping. | WaterBodyComponent.h | |
bool UseBakedSimulationForQueriesAndPhysics() |
Query for if the baked simulations is valid for use | WaterBodyComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsNavigationRelevant() |
WaterBodyComponent.h | ||
virtual void OnRegister() |
Component interface | WaterBodyComponent.h | |
virtual void OnUnregister() |
WaterBodyComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPie |
WaterBodyComponent.h |
Overridden from INavRelevantInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBox GetNavigationBounds() |
WaterBodyComponent.h | ||
virtual void GetNavigationData
(
FNavigationRelevantData& Data |
INavRelevantInterface start. | WaterBodyComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyCollisionSettings() |
WaterBodyComponent.h | ||
void ApplyNavigationSettings() |
WaterBodyComponent.h | ||
virtual void BeginUpdateWaterBody() |
Called every time UpdateAll is called on WaterBody (prior to UpdateWaterBody) | WaterBodyComponent.h | |
EWaterBodyQueryFlags CheckAndAjustQueryFlags
(
EWaterBodyQueryFlags InQueryFlags |
WaterBodyComponent.h | ||
virtual TArray< TSharedRef< FTokenizedMessage > > CheckWaterBodyStatus() |
WaterBodyComponent.h | ||
void CopySharedCollisionSettingsToComponent
(
UPrimitiveComponent* InComponent |
Copies the relevant collision settings from the water body component to the component passed in parameter (useful when using external components for collision) | WaterBodyComponent.h | |
void CopySharedNavigationSettingsToComponent
(
UPrimitiveComponent* InComponent |
Copies the relevant navigation settings from the water body component to the component passed in parameter (useful when using external components for navigation) | WaterBodyComponent.h | |
void CreateOrUpdateUnderwaterPostProcessMID() |
WaterBodyComponent.h | ||
void CreateOrUpdateWaterInfoMID() |
WaterBodyComponent.h | ||
virtual void CreateOrUpdateWaterMID() |
WaterBodyComponent.h | ||
void CreateOrUpdateWaterStaticMeshMID() |
WaterBodyComponent.h | ||
void CreateWaterSpriteComponent() |
WaterBodyComponent.h | ||
void DeprecateData() |
WaterBodyComponent.h | ||
void FixupEditorTransform() |
Fixup any invalid transformations made to the water body in the editor that may have been made through the transform gizmo or property changes. | WaterBodyComponent.h | |
TSubclassOf< UNavAreaBase > GetNavAreaClass() |
Returns navigation area class | WaterBodyComponent.h | |
virtual float GetSimpleWaveHeightAtPosition
(
const FVector& InPosition, |
Computes the raw wave perturbation of the water height only (simple version : faster computation) | WaterBodyComponent.h | |
EObjectFlags GetTransientMIDFlags() |
WaterBodyComponent.h | ||
virtual FVector GetWaterSpriteLocation() |
WaterBodyComponent.h | ||
virtual const TCHAR * GetWaterSpriteTextureName() |
WaterBodyComponent.h | ||
virtual float GetWaveAttenuationFactor
(
const FVector& InPosition, |
Computes the attenuation factor to apply to the raw wave perturbation. | WaterBodyComponent.h | |
virtual float GetWaveHeightAtPosition
(
const FVector& InPosition, |
Computes the raw wave perturbation of the water height/normal | WaterBodyComponent.h | |
virtual bool IsFlatSurface() |
Returns whether the body has a flat surface or not | WaterBodyComponent.h | |
virtual bool IsHeightOffsetSupported() |
Returns whether the body support a height offset | WaterBodyComponent.h | |
virtual bool IsIconVisible() |
WaterBodyComponent.h | ||
virtual bool IsWaterSplineClosedLoop() |
Returns whether the body's spline is closed | WaterBodyComponent.h | |
virtual void OnPostActorCreated() |
Called by the owning actor when it receives a PostActorCreated callback | WaterBodyComponent.h | |
virtual void OnPostEditChangeProperty
(
FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams |
Called by UWaterBodyComponent::PostEditChangeProperty. | WaterBodyComponent.h | |
virtual void OnPostRegisterAllComponents() |
Called when the WaterBodyActor has had all its components registered. | WaterBodyComponent.h | |
virtual void OnUpdateBody
(
bool bWithExclusionVolumes |
WaterBodyComponent.h | ||
virtual void OnWaterBodyRenderDataUpdated() |
WaterBodyComponent.h | ||
void OnWaterSplineDataChanged
(
const FOnWaterSplineDataChangedParams& InParams |
WaterBodyComponent.h | ||
void OnWaterSplineMetadataChanged
(
const FOnWaterSplineMetadataChangedParams& InParams |
WaterBodyComponent.h | ||
void OnWavesDataUpdated
(
UWaterWavesBase* InWaterWaves, |
WaterBodyComponent.h | ||
void PrepareCurrentPostProcessSettings() |
WaterBodyComponent.h | ||
void RegisterOnChangeWaterSplineData
(
bool bRegister |
WaterBodyComponent.h | ||
void RegisterOnUpdateWavesData
(
UWaterWavesBase* InWaterWaves, |
WaterBodyComponent.h | ||
void RequestGPUWaveDataUpdate() |
WaterBodyComponent.h | ||
void UpdateExclusionVolumes() |
WaterBodyComponent.h | ||
void UpdateSplineComponent() |
WaterBodyComponent.h | ||
virtual void UpdateWaterBody
(
bool bWithExclusionVolumes |
Updates WaterBody (called 1st with bWithExclusionVolumes = false, then with true | WaterBodyComponent.h | |
void UpdateWaterBodyStaticMeshComponents() |
WaterBodyComponent.h | ||
bool UpdateWaterHeight() |
WaterBodyComponent.h | ||
void UpdateWaterInfoMeshComponents() |
WaterBodyComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
WaterBodyComponent.h | ||
virtual void OnGenerateOverlapEventsChanged() |
WaterBodyComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnHiddenInGameChanged() |
WaterBodyComponent.h | ||
virtual void OnVisibilityChanged() |
WaterBodyComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors() |
Validates this component's data | WaterBodyComponent.h | |
virtual TSubclassOf< class UHLODBuilder > GetCustomHLODBuilderClass() |
WaterBodyComponent.h | ||
virtual bool IsHLODRelevant() |
WaterBodyComponent.h | ||
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
WaterBodyComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
WaterBodyComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
WaterBodyComponent.h | ||
virtual void PostEditImport() |
WaterBodyComponent.h | ||
virtual void PostEditUndo() |
WaterBodyComponent.h | ||
virtual void PostLoad() |
WaterBodyComponent.h | ||
virtual void PreEditUndo() |
WaterBodyComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
WaterBodyComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanAffectNavigation_DEPRECATED | bool | WaterBodyComponent.h | ||
| bFillCollisionUnderWaterBodiesForNavmesh_DEPRECATED | bool | WaterBodyComponent.h | ||
| bGenerateCollisions_DEPRECATED | bool | WaterBodyComponent.h | ||
| bOverrideWaterMesh_DEPRECATED | bool | WaterBodyComponent.h | ||
| CollisionProfileName_DEPRECATED | FName | WaterBodyComponent.h | ||
| ExclusionVolumes_DEPRECATED | TArray< TLazyObjectPtr< AWaterBodyExclusionVolume > > | WaterBodyComponent.h | ||
| Islands_DEPRECATED | TArray< TLazyObjectPtr< AWaterBodyIsland > > | WaterBodyComponent.h | ||
| PhysicalMaterial_DEPRECATED | TObjectPtr< UPhysicalMaterial > | WaterBodyComponent.h | ||
| WaterLODMaterial_DEPRECATED | TObjectPtr< UMaterialInterface > | WaterBodyComponent.h |