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Base class for meshes used to render water bodies without relying on the water zone/water mesh.
| Name | UWaterBodyMeshComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyMeshComponent.h |
| Include Path | #include "WaterBodyMeshComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UWaterBodyMeshComponent : public UStaticMeshComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UStaticMeshComponent → UWaterBodyMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWaterBodyMeshComponent
(
const FObjectInitializer& ObjectInitializer |
WaterBodyMeshComponent.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCreateSceneProxy() |
WaterBodyMeshComponent.h | ||
void FixupCollisionOnBodySetup() |
WaterBodyMeshComponent.h |
Overridden from UStaticMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostStaticMeshCompilation() |
WaterBodyMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsHLODRelevant() |
Exclude water mesh components from HLOD since we have a custom HLOD builder for water bodies. | WaterBodyMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool NeedsLoadForServer() |
Exclude water meshes from loading on the server since we don't render at all. | WaterBodyMeshComponent.h | |
virtual void PostLoad() |
WaterBodyMeshComponent.h |