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API > API/Plugins > API/Plugins/Water
| Name | UWaterBodyRiverComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyRiverComponent.h |
| Include Path | #include "WaterBodyRiverComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable)
class UWaterBodyRiverComponent : public UWaterBodyComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UWaterBodyComponent → UWaterBodyRiverComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWaterBodyRiverComponent
(
const FObjectInitializer& ObjectInitializer |
WaterBodyRiverComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetRiverDepthAtSplineInputKey
(
float InKey |
WaterBodyRiverComponent.h |
|
|
float GetRiverWidthAtSplineInputKey
(
float InKey |
WaterBodyRiverComponent.h |
|
|
void SetLakeAndOceanTransitionMaterials
(
UMaterialInterface* InLakeTransition, |
WaterBodyRiverComponent.h |
|
|
void SetLakeTransitionMaterial
(
UMaterialInterface* InMat |
WaterBodyRiverComponent.h |
|
|
void SetOceanTransitionMaterial
(
UMaterialInterface* InMat |
WaterBodyRiverComponent.h |
|
|
void SetRiverDepthAtSplineInputKey
(
float InKey, |
WaterBodyRiverComponent.h |
|
|
void SetRiverWidthAtSplineInputKey
(
float InKey, |
WaterBodyRiverComponent.h |
|
Overridden from UWaterBodyComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< UPrimitiveComponent * > GetBrushRenderableComponents() |
WaterBodyRiverComponent.h | ||
virtual TArray< UPrimitiveComponent * > GetCollisionComponents
(
bool bInOnlyEnabledComponents |
Returns body's collision components | WaterBodyRiverComponent.h | |
virtual UMaterialInterface * GetRiverToLakeTransitionMaterial() |
Returns river to lake transition water material | WaterBodyRiverComponent.h | |
virtual UMaterialInstanceDynamic * GetRiverToLakeTransitionMaterialInstance() |
Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) | WaterBodyRiverComponent.h | |
virtual UMaterialInterface * GetRiverToOceanTransitionMaterial() |
Returns river to ocean transition water material | WaterBodyRiverComponent.h | |
virtual UMaterialInstanceDynamic * GetRiverToOceanTransitionMaterialInstance() |
Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) | WaterBodyRiverComponent.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) | WaterBodyRiverComponent.h | |
virtual EWaterBodyType GetWaterBodyType() |
UWaterBodyComponent Interface | WaterBodyRiverComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateOrUpdateLakeTransitionMID() |
WaterBodyRiverComponent.h | ||
void CreateOrUpdateOceanTransitionMID() |
WaterBodyRiverComponent.h | ||
void GenerateMeshes() |
WaterBodyRiverComponent.h | ||
void UpdateSplineMesh
(
USplineMeshComponent* MeshComp, |
WaterBodyRiverComponent.h |
Overridden from UWaterBodyComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GenerateWaterBodyMesh
(
UE::Geometry::FDynamicMesh3& OutMesh, |
Generates the mesh representation of the water body | WaterBodyRiverComponent.h | |
virtual const TCHAR * GetWaterSpriteTextureName() |
WaterBodyRiverComponent.h | ||
virtual void OnPostEditChangeProperty
(
FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams |
Called by UWaterBodyComponent::PostEditChangeProperty. | WaterBodyRiverComponent.h | |
virtual void OnUpdateBody
(
bool bWithExclusionVolumes |
WaterBodyRiverComponent.h | ||
virtual void Reset() |
UWaterBodyComponent Interface | WaterBodyRiverComponent.h | |
virtual void UpdateMaterialInstances() |
Creates/Destroys/Updates necessary MIDS | WaterBodyRiverComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
WaterBodyRiverComponent.h |