Navigation
API > API/Plugins > API/Plugins/WaterAdvanced
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UShallowWaterRiverComponent
References
| Module | WaterAdvanced |
| Header | /Engine/Plugins/Experimental/WaterAdvanced/Source/WaterAdvanced/Public/ShallowWaterRiverActor.h |
| Include | #include "ShallowWaterRiverActor.h" |
Syntax
UCLASS (BlueprintType, HideCategories=(Physics, Replication, Input, Collision))
class UShallowWaterRiverComponent : public UPrimitiveComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< AWaterBody > > | AdditonalRiverWaterBodies | ||
| TObjectPtr< UBakedShallowWaterSimulationComponent > | BakedSim | ||
| TObjectPtr< UTextureRenderTarget2D > | BakedWaterSurfaceRT | ||
| TObjectPtr< UTexture2D > | BakedWaterSurfaceTexture | ||
| TArray< TObjectPtr< AActor > > | BottomContourActors | ||
| float | BottomContourCaptureOffset | ||
| bool | bUseCapture | ||
| TObjectPtr< class UNiagaraSystem > | NiagaraRiverSimulation | ||
| int | NumSteps | ||
| TEnumAsByte< EShallowWaterRenderState > | RenderState | ||
| int | ResolutionMaxAxis | ||
| TObjectPtr< UNiagaraComponent > | RiverSimSystem | Asset can be set in Project Settings - Plugins - Water ShallowWaterSimulation. | |
| float | SimSpeed | ||
| TObjectPtr< AWaterBody > | SinkRiverWaterBody | ||
| TObjectPtr< AWaterBody > | SourceRiverWaterBody | ||
| float | SourceSize | ||
| TObjectPtr< const UTextureRenderTarget2DArray > | WaterInfoTexture |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UShallowWaterRiverComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Bake () |
||
| void | OnWaterInfoTextureArrayCreated
(
const UTextureRenderTarget2DArray* InWaterInfoTexture |
||
| bool | QueryWaterAtSplinePoint
(
TObjectPtr< AWaterBody > WaterBody, |
||
| void | Rebuild () |
||
| void |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Used to detach physics objects before simulation begins. | |
| void | OnUnregister () |
Called when a component is unregistered. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |