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bool |
bBuoyancyEnabled |
Whether or not the buoyancy subsystem should run. |
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bool |
bEnableSplineKeyCacheGrid |
When enabled, cache computed water spline keys in a grid to avoid recalculation |
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bool |
bKeepFloatingObjectsAwake |
Prevent floating particles from falling asleep by explicitly setting object state to dynamic when they are detected. |
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TEnumAsByte< ECollisionChannel > |
CollisionChannelForWaterObjects |
Collision channel to use for water ObjectTypes |
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int32 |
MaxNumBoundsSubdivisions |
Maximum number of times that a buoyancy bounds can be split into 8 |
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float |
MinBoundsSubdivisionVol |
Minimum volume bounding box which can be produced by a subdivision operation |
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float |
MinVelocityForSurfaceTouchCallback |
Minimum velocity of an object relative to a water required in order to trigger a submersion callback. |
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float |
SplineKeyCacheGridSize |
When using EnableSplineKeyCacheGrid, set grid size to this value. |
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uint32 |
SplineKeyCacheLimit |
Number of grid cells a single spline can cache at one time. |
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uint8 |
SurfaceTouchCallbackFlags |
Callback data for water surface contacts will be generated according to these flags |
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float |
WaterDensity |
Density of water to use in buoyancy calculations. The density of water is approximately 1g/cm3 |
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float |
WaterDrag |
Drag factor for submerged objects. |