Navigation
API > API/Plugins > API/Plugins/Water
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UWaterBodyComponent
- UWaterBodyRiverComponent
References
| Module | Water |
| Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterBodyRiverComponent.h |
| Include | #include "WaterBodyRiverComponent.h" |
Syntax
UCLASS&40;Blueprintable&41;
class UWaterBodyRiverComponent : public UWaterBodyComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UMaterialInterface > | LakeTransitionMaterial | Material used when a river is overlapping a lake. | |
| TObjectPtr< UMaterialInstanceDynamic > | LakeTransitionMID | ||
| TObjectPtr< UMaterialInterface > | OceanTransitionMaterial | This is the material used when a river is overlapping the ocean. | |
| TObjectPtr< UMaterialInstanceDynamic > | OceanTransitionMID | ||
| TArray< TObjectPtr< USplineMeshComponent > > | SplineMeshComponents |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UWaterBodyRiverComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | |||
| void | |||
| void | SetLakeTransitionMaterial
(
UMaterialInterface* InMat |
||
| void | SetOceanTransitionMaterial
(
UMaterialInterface* InMat |
||
| void | UpdateSplineMesh
(
USplineMeshComponent* MeshComp, |
Overridden from UWaterBodyComponent
| Type | Name | Description | |
|---|---|---|---|
| bool | GenerateWaterBodyMesh
(
UE::Geometry::FDynamicMesh3& OutMesh, |
Generates the mesh representation of the water body | |
| TArray< UPrimitiveComponent * > | |||
| TArray< UPrimitiveComponent * > | GetCollisionComponents
(
bool bInOnlyEnabledComponents |
Returns body's collision components | |
| UMaterialInstanceDynamic * | Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) | ||
| UMaterialInstanceDynamic * | Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) | ||
| TArray< UPrimitiveComponent * > | 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) | ||
| EWaterBodyType | UWaterBodyComponent Interface | ||
| const TCHAR * | |||
| void | OnPostEditChangeProperty
(
FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams |
||
| void | OnUpdateBody
(
bool bWithExclusionVolumes |
||
| void | Reset () |
UWaterBodyComponent Interface | |
| void | Creates/Destroys/Updates necessary MIDS |
Overridden from USceneComponent
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |