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Unreal Engine C++ API Reference > 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 (Blueprintable)
class UWaterBodyRiverComponent : public UWaterBodyComponent
Variables
Type | Name | Description | |
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TObjectPtr< UMaterialInterface > | LakeTransitionMaterial | Material used when a river is overlapping a lake. |
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TObjectPtr< UMaterialInstanceDynamic > | LakeTransitionMID | |
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TObjectPtr< UMaterialInterface > | OceanTransitionMaterial | This is the material used when a river is overlapping the ocean. |
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TObjectPtr< UMaterialInstanceDynamic > | OceanTransitionMID | |
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TArray< TObjectPtr< USplineMeshComponent > > | SplineMeshComponents |
Constructors
Type | Name | Description | |
---|---|---|---|
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UWaterBodyRiverComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ||
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void | ||
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void | ||
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void | SetLakeAndOceanTransitionMaterials
(
UMaterialInterface* InLakeTransition, |
|
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void | SetLakeTransitionMaterial
(
UMaterialInterface* InMat |
|
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void | SetOceanTransitionMaterial
(
UMaterialInterface* InMat |
|
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void | UpdateSplineMesh
(
USplineMeshComponent* MeshComp, |
Overridden from UWaterBodyComponent
Type | Name | Description | |
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bool | GenerateWaterBodyMesh
(
UE::Geometry::FDynamicMesh3& OutMesh, |
Generates the mesh representation of the water body |
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TArray< UPrimitiveComponent * > | ||
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TArray< UPrimitiveComponent * > | GetCollisionComponents
(
bool bInOnlyEnabledComponents |
Returns body's collision components |
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UMaterialInterface * | Returns river to lake transition water material | |
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UMaterialInstanceDynamic * | Returns River to lake transition material instance (For internal use. Please use AWaterBodyRiver instead.) | |
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UMaterialInterface * | Returns river to ocean transition water material | |
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UMaterialInstanceDynamic * | Returns River to ocean transition material instance (For internal use. Please use AWaterBodyRiver instead.) | |
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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) | |
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EWaterBodyType | UWaterBodyComponent Interface | |
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const TCHAR * | ||
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void | OnPostEditChangeProperty
(
FOnWaterBodyChangedParams& InOutOnWaterBodyChangedParams |
|
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void | OnUpdateBody
(
bool bWithExclusionVolumes |
|
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void | Reset () |
UWaterBodyComponent Interface |
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void | Creates/Destroys/Updates necessary MIDS |
Overridden from USceneComponent
Type | Name | Description | |
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |