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Unreal Engine C++ API Reference > Plugins > Water
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UWaterMeshComponent
References
Module | Water |
Header | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterMeshComponent.h |
Include | #include "WaterMeshComponent.h" |
Syntax
UCLASS (ClassGroup=(Rendering, Water),
HideCategories=(Object, Activation, "Components|Activation", Collision, Lighting, HLOD, Navigation, Replication, Input, MaterialParameters, TextureStreaming),
EditInlineNew)
class UWaterMeshComponent : public UMeshComponent
Remarks
Water Mesh Component responsible for generating and rendering a continuous water mesh on top of all the existing water body actors in the world The component contains a quadtree which defines where there are water tiles. A function for traversing the quadtree and outputing a list of instance data for each tile to be rendered from a point of view is included
Variables
Type | Name | Description | |
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TObjectPtr< UMaterialInterface > | FarDistanceMaterial | |
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float | FarDistanceMeshExtent | |
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int32 | ForceCollapseDensityLevel | At above what density level a tile is allowed to force collapse even if not all leaf nodes in the subtree are present. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FVector2D | ||
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FIntPoint | ||
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float | GetLODScale () |
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int32 | ||
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float | GetTileSize () |
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const TSet< TObjectPtr< UMaterialInterface > > & | ||
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FMaterialRelevance | GetWaterMaterialRelevance
(
ERHIFeatureLevel::Type InFeatureLevel |
Use this instead of GetMaterialRelevance, since this one will go over all materials from all tiles |
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const FWaterQuadTree & | ||
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bool | IsEnabled () |
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void | ||
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void | SetDynamicWaterMeshCenter
(
const FVector2D& NewCenter |
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void | SetExtentInTiles
(
FIntPoint NewExtentInTiles |
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void | SetTileSize
(
float NewTileSize |
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void | Update () |
Overridden from UPrimitiveComponent
Type | Name | Description | |
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void | CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the data required for PSO precaching |
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | |
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int32 | Return number of material elements in this primitive | |
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void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component |
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void | SetMaterial
(
int32 ElementIndex, |
Changes the material applied to an element of the mesh. |
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bool | Return true if the owner is selected and this component is selectable |
Overridden from UActorComponent
Type | Name | Description | |
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bool | Override to specify that a component is relevant to the navigation system |
Overridden from UObject
Type | Name | Description | |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |