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API > API/Plugins > API/Plugins/Water
| Name | UWaterBodyLakeComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyLakeComponent.h |
| Include Path | #include "WaterBodyLakeComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UWaterBodyLakeComponent : public UWaterBodyComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UWaterBodyComponent → UWaterBodyLakeComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWaterBodyLakeComponent
(
const FObjectInitializer& ObjectInitializer |
WaterBodyLakeComponent.h |
Functions
Public
Overridden from UWaterBodyComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GenerateWaterBodyMesh
(
UE::Geometry::FDynamicMesh3& OutMesh, |
Generates the mesh representation of the water body | WaterBodyLakeComponent.h | |
virtual TArray< UPrimitiveComponent * > GetCollisionComponents
(
bool bInOnlyEnabledComponents |
Returns body's collision components | WaterBodyLakeComponent.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) | WaterBodyLakeComponent.h | |
virtual EWaterBodyType GetWaterBodyType() |
UWaterBodyComponent Interface | WaterBodyLakeComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
WaterBodyLakeComponent.h |
Protected
Overridden from UWaterBodyComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVector GetWaterSpriteLocation() |
WaterBodyLakeComponent.h | ||
virtual const TCHAR * GetWaterSpriteTextureName() |
WaterBodyLakeComponent.h | ||
virtual void OnUpdateBody
(
bool bWithExclusionVolumes |
WaterBodyLakeComponent.h | ||
virtual void Reset() |
UWaterBodyComponent Interface | WaterBodyLakeComponent.h |