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Water Terrain Component can be attached to any actor with primitive components to allow them to render into a Water Info Texture as the terrain.
| Name | UWaterTerrainComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterTerrainComponent.h |
| Include Path | #include "WaterTerrainComponent.h" |
Syntax
UCLASS (MinimalAPI, Meta=(BlueprintSpawnableComponent))
class UWaterTerrainComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UWaterTerrainComponent
Implements Interfaces
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AffectsWaterZone
(
AWaterZone* WaterZone |
WaterTerrainComponent.h | ||
virtual FBox2D GetTerrainBounds() |
WaterTerrainComponent.h | ||
virtual TArray< UPrimitiveComponent * > GetTerrainPrimitives() |
Returns a list of all Primitive Components that should render as the terrain | WaterTerrainComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegister() |
WaterTerrainComponent.h | ||
virtual void OnUnregister() |
WaterTerrainComponent.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
WaterTerrainComponent.h |