unreal.WaterSubsystem
¶
- class unreal.WaterSubsystem(outer=None, name='None')¶
Bases:
unreal.TickableWorldSubsystem
This is the API used to get information about water at runtime
C++ Source:
Plugin: Water
Module: Water
File: WaterSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
on_camera_underwater_state_changed
(OnCameraUnderwaterStateChanged): [Read-Write] On Camera Underwater State Changedon_water_scalability_changed
(OnWaterScalabilityChanged): [Read-Write] On Water Scalability Changed
- get_ocean_base_height() → float¶
Returns the base height of the ocean. This should correspond to its world Z position
- Returns
- Return type
- get_ocean_total_height() → float¶
Returns the total height of the ocean. This should correspond to the base height plus any additional height, like flood for example
- Returns
- Return type
- classmethod get_shallow_water_max_dynamic_forces() → int32¶
Get Shallow Water Max Dynamic Forces
- Returns
- Return type
int32
- classmethod get_shallow_water_max_impulse_forces() → int32¶
Get Shallow Water Max Impulse Forces
- Returns
- Return type
int32
- classmethod get_shallow_water_simulation_render_target_size() → int32¶
Get Shallow Water Simulation Render Target Size
- Returns
- Return type
int32
- is_shallow_water_simulation_enabled() → bool¶
Is Shallow Water Simulation Enabled
- Returns
- Return type
- property on_camera_underwater_state_changed¶
[Read-Write] On Camera Underwater State Changed
- property on_water_scalability_changed¶
[Read-Write] On Water Scalability Changed
- Type