code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Buoyancy) bool IsOverlappingWaterBody() const


module: Water

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Cosmetic) void OnPontoonEnteredWater ( const [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & Pontoon )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Cosmetic) void OnPontoonExitedWater ( const [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & Pontoon )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FBuoyancyComponentAsyncInput](API\Plugins\Water\FBuoyancyComponentAsyncInput) > SetCurrentAsyncInputOutput ( int32 InputIdx, [FBuoyancyManagerAsyncOutput](API\Plugins\Water\FBuoyancyManagerAsyncOutput) * CurOutput, [FBuoyancyManagerAsyncOutput](API\Plugins\Water\FBuoyancyManagerAsyncOutput) * NextOutput, float Alpha, int32 BuoyancyManagerTimestamp )


code: void SetCanBeActive ( bool bInCanBeActive )


code: void SetCurrentAsyncInputOutputInternal ( [FBuoyancyComponentAsyncInput](API\Plugins\Water\FBuoyancyComponentAsyncInput) * CurInput, int32 InputIdx, [FBuoyancyManagerAsyncOutput](API\Plugins\Water\FBuoyancyManagerAsyncOutput) * CurOutput, [FBuoyancyManagerAsyncOutput](API\Plugins\Water\FBuoyancyManagerAsyncOutput) * NextOutput, float Alpha, int32 BuoyancyManagerTimestamp )


code: virtual void SetupWaterBodyOverlaps()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: virtual void Update ( float DeltaTime )


code: virtual int32 UpdatePontoons ( float DeltaTime, float ForwardSpeed, float ForwardSpeedKmh, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


code: UBuoyancyComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDEPRECATED_CustomMeshGenerator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBuoyancyComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, Meta=(BlueprintSpawnableComponent)) class UBuoyancyComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bCanBeActive

type: int8:  1

BuoyancyData

type: FBuoyancyData

bUseAsyncPath

type: uint8:  1

ConfiguredPontoonCoefficients

type: TMap< uint32,T...

CurAsyncInput

type: FBuoyancyCompon...

CurAsyncType

type: EAsyncBuoyancyC...

CurrentWaterBodyComponents

type: TArray<TObject...

OnEnteredWaterDelegate

type: FOnPontoonEnter...

OnExitedWaterDelegate

type: FOnPontoonExite...

OutputInterpAlpha

type: float

OutputsWaitingOn

type: TArray<FAsyncO...

SimulatingComponent

type: TObjectPtr<UPr...

description: Primitive component that will be used for physics simulation.


code: UDEPRECATED_LakeGenerator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDEPRECATED_OceanGenerator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDEPRECATED_RiverGenerator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDEPRECATED_WaterBodyGenerator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: For internal use.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Deprecated, Within=WaterBody) class UDEPRECATED_WaterBodyGenerator : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionDetails() const


description: Function that does the actual work

code: virtual void RunTest ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: UEnvQueryTest_InsideWaterBody ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnvQueryTest_InsideWaterBody : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

bIgnoreExclusionVolumes

type: bool

description: Whether water body exclusion volumes should be taken into account in the query.

bIncludeWaves

description: Whether waves should be taken into account in the query.

bSimpleWaves

description: Use the simple (faster) version of waves computation.


className: UGerstnerWaterWaveGeneratorBase

description: Base class for the gerstner water wave generation. This can be overridden by either C++ classes or Blueprint classes. Simply implement GenerateGerstnerWaves (or GenerateGerstnerWaves_Implementation in C++) to return the set of waves to be used. Waves will automatically be sorted based on wave length.


className: UGerstnerWaterWaveGeneratorSimple

description: Default implementation of a gerstner wave generator using a simple custom range based set of parameters to generate waves.


className: UGerstnerWaterWaveGeneratorSpectrum

description: Default implementation of a gerstner wave generator using known wave spectra from oceanology. Edited using octaves, where each octave is a set of waves with 2x longer wave length than the previous octave


description: Returns the maximum wave height that can be reached by those waves

code: virtual GetMaxWaveHeight() const


description: Computes the raw wave perturbation of the water height only (simple version : faster computation)


description: Computes the attenuation factor to apply to the raw wave perturbation. Attenuates : normal/wave height/max wave height. Should match the GPU version (ComputeWaveDepthAttenuationFactor)


description: Computes the raw wave perturbation of the water height/normal

code: virtual GetWaveHeightAtPosition() const


description: Called when a property on this object has been modified externally

code: virtual PostEditChangeProperty()


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual PostEditUndo()


description: Call RecomputeWaves whenever wave data changes, so that all cached data can be recomputed (do not call OnPostLoad... can call BP script internally)

code: RecomputeWaves()


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: UEngineSubsystemimplementation.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: void Register ( [FGerstnerWaterWaveViewExtension](API\Plugins\Water\FGerstnerWaterWaveViewExtension) * InViewExtension )


code: void Unregister ( [FGerstnerWaterWaveViewExtension](API\Plugins\Water\FGerstnerWaterWaveViewExtension) * InViewExtension )


className: UGerstnerWaterWaveSubsystem

description: UGerstnerWaterWaveSubsystemmanages allUGerstnerWaterWavesobjects, regardless of which world they belong to (it's aUEngineSubsystem)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGerstnerWaterWaveSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: The scene proxy is only for debug purposes :

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description:
Collects custom navigable geometry of component. Substract the MaxWaveHeight to the Lake collision so nav mesh geometry is exported a ground level
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description: This isn't bound extent, but for shape component to utilize extent is 0. For normal primitive, this is 0, for ShapeComponent, this will have valid information

code: virtual bool IsZeroExtent() const


code: void UpdateCollision ( FVector InBoxExtent, bool bSplinePointsChanged )


code: ULakeCollisionComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Destroys the per instance data for this interface.

code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Determines if this DataInterface is the same as another.

code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


description: UNiagaraDataInterfaceinterface

code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


description: Returns the delegate for the passed function signature.

code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


code: void GetWaterDataAtPoint ( FVectorVMExternalFunctionContext & Context )


code: void GetWaveParamLookupTableOffset ( FVectorVMExternalFunctionContext & Context )


description: Initializes the per instance data for this interface. Returns false if there was some error and the simulation should be disabled.

code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual bool HasPreSimulateTick() const


description: Returns the size of the per instance data for this interface. 0 if this interface has no per instance data. Must depend solely on the class of the interface and not on any particular member data of a individual interface.

code: virtual int32 PerInstanceDataSize() const


description: Ticks the per instance data for this interface, if it has any.

code: virtual bool PerInstanceTick ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Sets the current water body to be used by this data interface

code: void SetWaterBodyComponent ( [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) * InWaterBodyComponent )


description: Allows data interfaces the opportunity to rename / change the function signature and perform an upgrade. Return true if the signature was modified and we need to refresh the pins / name, etc.

code: virtual bool UpgradeFunctionCall ( [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & FunctionSignature )


className: UNiagaraDataInterfaceWater

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Water", Meta=(DisplayName="Water")) class UNiagaraDataInterfaceWater : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


code: UOceanBoxCollisionComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UOceanBoxCollisionComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UOceanBoxCollisionComponent : public [UBoxComponent](API\Runtime\Engine\Components\UBoxComponent)


code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


code: void CreateOceanBodySetupIfNeeded()


code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description:
Collects custom navigable geometry of component. Substract the MaxWaveHeight to the Ocean collision so nav mesh geometry is exported a ground level
true if regular navigable geometry exporting should be run as well


code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


code: void InitializeFromConvexElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) > & ConvexElements )


code: virtual bool IsZeroExtent() const


code: void UpdateBodySetup ( const [TArray](API\Runtime\Core\Containers\TArray)< [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) > & ConvexElements )


code: UOceanCollisionComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Adds WaterBody exclusion volume

code: void AddExclusionVolume ( [AWaterBodyExclusionVolume](API\Plugins\Water\AWaterBodyExclusionVolume) * InExclusionVolume )


code: void AddIsland ( [AWaterBodyIsland](API\Plugins\Water\AWaterBodyIsland) * Island )


code: virtual bool AffectsLandscape() const


code: virtual bool AffectsWaterInfo() const


code: virtual bool AffectsWaterMesh() const


description: Called every time UpdateAll is called on WaterBody (prior to UpdateWaterBody)

code: virtual void BeginUpdateWaterBody()


description: Deprecated* Please useCanEverAffectNavigation()instead.

code: virtual bool CanAffectNavigation() const


description: Deprecated* Renamed to CanEverAffectWaterMesh

code: virtual bool CanAffectWaterMesh() const


code: [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) CheckAndAjustQueryFlags ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) InQueryFlags ) const


code: virtual bool CanEverAffectWaterMesh() const


description: Validates this component's data

code: virtual void CheckForErrors()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > > CheckWaterBodyStatus()


code: bool ContainsExclusionVolume ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AWaterBodyExclusionVolume](API\Plugins\Water\AWaterBodyExclusionVolume) > InExclusionVolume ) const


code: bool ContainsIsland ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AWaterBodyIsland](API\Plugins\Water\AWaterBodyIsland) > Island ) const


description: Copies the relevant collision settings from the water body component to the component passed in parameter (useful when using external components for collision)

code: void CopySharedCollisionSettingsToComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Copies the relevant navigation settings from the water body component to the component passed in parameter (useful when using external components for navigation)

code: void CopySharedNavigationSettingsToComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: virtual void CreateOrUpdateWaterMID()


code: void CreateOrUpdateWaterStaticMeshMID()


description: Spline query helper. It's faster to get the spline key once then query properties using that key, rather than querying repeatedly by location etc.

code: float FindInputKeyClosestToWorldLocation ( const FVector & WorldLocation ) const


code: virtual [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * FindLandscape() const


className: FixedVelocityName

code: static const [FName](API\Runtime\Core\UObject\FName) FixedVelocityName;


description: Deprecated* This function is no longer called. Instead usesUWaterSubsystem::FindWaterZoneto determine the right water zone when no override is provided.

code: [AWaterZone](API\Plugins\Water\AWaterZone) * FindWaterZone() const


className: FixedWaterDepthName

code: static const [FName](API\Runtime\Core\UObject\FName) FixedWaterDepthName;


className: FixedZHeightName

code: static const [FName](API\Runtime\Core\UObject\FName) FixedZHeightName;


description: Generates the mesh representation of the water body

code: virtual bool GenerateWaterBodyMesh ( [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & OutMesh, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * OutDilatedMesh ) const


code: virtual float GetAudioIntensityAtSplineInputKey ( float InKey ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetBrushRenderableComponents() const


code: virtual void GetBrushRenderDependencies ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDependencies ) const


code: virtual ETextureRenderTargetFormat GetBrushRenderTargetFormat() const


description: Returns body's collision components

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Collision) virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetCollisionComponents ( bool bInOnlyEnabledComponents ) const


description: Returns channel depth

code: float GetChannelDepth() const


description: Returns the body's collision component bounds

code: virtual FBox GetCollisionComponentBounds() const


description: Returns collision half-extents

code: virtual FVector GetCollisionExtents() const


description: Returns what can be considered the single water depth of the water surface. Only really make sense forEWaterBodyType::Transitionwater bodies for which we don't really have a way to evaluate depth.

code: virtual float GetConstantDepth() const


description: Returns what can be considered the single base Z of the water surface. Doesn't really make sense for non-flat water bodies likeEWaterBodyType::TransitionorEWaterBodyType::Riverbut can still be useful when using FixedZ for post-process, for example.

code: virtual float GetConstantSurfaceZ() const


description: Returns what can be considered the single water velocity of the water surface. Only really make sense forEWaterBodyType::Transitionwater bodies for which we don't really have a way to evaluate velocity.

code: virtual FVector GetConstantVelocity() const


description: Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. Allows the HLOD system to include whatever is needed to represent a component at a distance. For example, this is currently used to build custom HLODs for landscape streaming proxies. This could be used to generate fake lights, represent custom FX at a distance, or even to insert externally generated HLODs.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetCustomHLODBuilderClass() const


code: UWaterBodyInfoMeshComponent * GetDilatedWaterInfoMeshComponent() const


description: Gets the exclusion volume that influence this water body

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) [TArray](API\Runtime\Core\Containers\TArray)< [AWaterBodyExclusionVolume](API\Plugins\Water\AWaterBodyExclusionVolume) * > GetExclusionVolumes() const


description: Returns the additional water height added to the body (For internal use. Please useAWaterBodyOceaninstead.)

code: virtual float GetHeightOffset() const


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetHLODMaterial() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FWaterBodyWeightmapSettings](API\Plugins\Water\FWaterBodyWeightmapSettings) > & GetLayerWeightmapSettings() const


code: virtual [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) GetHLODMeshDescription() const


description: Gets the islands that influence this water body

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) [TArray](API\Runtime\Core\Containers\TArray)< [AWaterBodyIsland](API\Plugins\Water\AWaterBodyIsland) * > GetIslands() const


description: Returns the max height that this water body's waves can hit. Can be called regardless of whether the water body supports waves or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Wave) float GetMaxWaveHeight() const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


description: INavRelevantInterfacestart.

code: virtual void GetNavigationData ( struct [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Returns overlap material priority


description: Returns post process properties


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Returns River to lake transition material instance (For internal use. Please useAWaterBodyRiverinstead.)


description: Returns River to ocean transition material instance (For internal use. Please useAWaterBodyRiverinstead.)


description: Computes the raw wave perturbation of the water height only (simple version : faster computation)

code: virtual float GetSimpleWaveHeightAtPosition ( const FVector & InPosition, float InWaterDepth, float InTime ) const


description: Retrieves the list of primitive components that this water body uses when not being rendered by the water mesh (e.g. the static mesh component used when WaterMeshOverride is specified)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Rendering) virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetStandardRenderableComponents() const


description: Returns the minimum and maximum Z of the water surface, including waves

code: virtual void GetSurfaceMinMaxZ ( float & OutMinZ, float & OutMaxZ ) const


description: Returns under water post process MID


description: Returns the unique id of this water body for accessing data in GPU buffers

code: int32 GetWaterBodyIndex() const


code: const [FWaterBodyStaticMeshSettings](API\Plugins\Water\FWaterBodyStaticMeshSettings) & GetWaterBodyStaticMeshSettings() const


description: Returns the type of body

code: virtual [EWaterBodyType](API\Plugins\Water\EWaterBodyType) GetWaterBodyType() const


code: const [FWaterCurveSettings](API\Plugins\Water\FWaterCurveSettings) & GetWaterCurveSettings() const


code: const [FWaterBodyHeightmapSettings](API\Plugins\Water\FWaterBodyHeightmapSettings) & GetWaterHeightmapSettings() const


description: Returns water info MID


code: UWaterBodyInfoMeshComponent * GetWaterInfoMeshComponent() const


description: Deprecated* Renamed to GetWaterStaticMeshMaterial

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterLODMaterial() const


description: Returns water LOD MID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Rendering, Meta=(DeprecationMessage="GetWaterLODMaterialInstance has been renamed to GetWaterStaticMeshMaterialInstance")) [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetWaterLODMaterialInstance()


description: Returns water material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Rendering) [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterMaterial() const


description: Returns water MID


description: Returns water mesh override

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetWaterMeshOverride() const


description: Returns nav collision offset


description: Returns water spline component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) [UWaterSplineComponent](API\Plugins\Water\UWaterSplineComponent) * GetWaterSpline() const


description: Returns water spline metadata


description: Returns water spline metadata

code: const [UWaterSplineMetadata](API\Plugins\Water\UWaterSplineMetadata) * GetWaterSplineMetadata() const


code: virtual FVector GetWaterSpriteLocation() const


code: virtual const TCHAR * GetWaterSpriteTextureName() const


description: Returns material used to render the water as a static mesh

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterStaticMeshMaterial() const


description: Returns water static mesh MID


description: Spline queries specific to metadata type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=WaterBody) virtual float GetWaterVelocityAtSplineInputKey ( float InKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=WaterBody) void GetWaterSurfaceInfoAtLocation ( const FVector & InLocation, FVector & OutWaterSurfaceLocation, FVector & OutWaterSurfaceNormal, FVector & OutWaterVelocity, float & OutWaterDepth, bool bIncludeDepth ) const


code: virtual FVector GetWaterVelocityVectorAtSplineInputKey ( float InKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) * GetWaterWaves() const


description: Gets the water zone to which this component belongs

code: [AWaterZone](API\Plugins\Water\AWaterZone) * GetWaterZone() const


description: Computes the attenuation factor to apply to the raw wave perturbation. Attenuates : normal/wave height/max wave height.

code: virtual float GetWaveAttenuationFactor ( const FVector & InPosition, float InWaterDepth ) const


description: Computes the raw wave perturbation of the water height/normal

code: virtual float GetWaveHeightAtPosition ( const FVector & InPosition, float InWaterDepth, float InTime, FVector & OutNormal ) const


description: Fills wave-related information at the given world position and for this water depth.

code: bool GetWaveInfoAtPosition ( const FVector & InPosition, float InWaterDepth, bool bInSimpleWaves, [FWaveInfo](API\Plugins\Water\FWaveInfo) & InOutWaveInfo ) const


className: GlobalOceanHeightName

code: static const [FName](API\Runtime\Core\UObject\FName) GlobalOceanHeightName;


description: Returns the time basis to use in waves computation (must be unique for all water bodies currently, to ensure proper transitions between water tiles)

code: virtual float GetWaveReferenceTime() const


className: GroundZMinParamName

code: static const [FName](API\Runtime\Core\UObject\FName) GroundZMinParamName;


description: Returns true if there are valid water waves

code: bool HasWaves() const


description: Returns whether the body is baked (false) at save-time or needs to be dynamically regenerated at runtime (true) and is therefore transient.

code: virtual bool IsBodyDynamic() const


description: Returns whether the body has a flat surface or not

code: virtual bool IsFlatSurface() const


description: Returns whether the body support a height offset

code: virtual bool IsHeightOffsetSupported() const


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description: Returns whether the body's spline is closed

code: virtual bool IsWaterSplineClosedLoop() const


description: Returns whether the body supports waves

code: virtual bool IsWaveSupported() const


description: Returns true if the location is within one of this water body's exclusion volumes

code: bool IsWorldLocationInExclusionVolume ( const FVector & InWorldLocation ) const


className: MaxFlowVelocityParamName

code: static const [FName](API\Runtime\Core\UObject\FName) MaxFlowVelocityParamName;


description: Override this method for custom behavior for MoveComponent

code: virtual bool MoveComponentImpl ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport )


description: Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information.

code: virtual void OnComponentCollisionSettingsChanged ( bool bUpdateOverlaps )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Called when bGenerateOverlapEvents changes, in case subclasses want to use that information.


description: Overridable internal function to respond to changes in the hidden in game value of the component.

code: virtual void OnHiddenInGameChanged()


code: virtual void OnPostEditChangeProperty ( [FOnWaterBodyChangedParams](API\Plugins\Water\FOnWaterBodyChangedParams) & InOutOnWaterBodyChangedParams )


description: Called byUWaterBodyComponent::PostEditChangeProperty.

code: virtual void OnPostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, bool & bShapeOrPositionChanged, bool & bWeightmapSettingsChanged )


description: Called when the WaterBodyActor has had all its components registered.


description: Component interface

code: virtual void OnRegister()


description: Deprecated* Use OnWaterSplineDataChanged

code: void OnSplineDataChanged()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: virtual void OnUpdateBody ( bool bWithExclusionVolumes )


description: Overridable internal function to respond to changes in the visibility of the component.

code: virtual void OnVisibilityChanged()


code: void OnWaterBodyChanged ( const [FOnWaterBodyChangedParams](API\Plugins\Water\FOnWaterBodyChangedParams) & InParams )


description: Deprecated* Use version which takesFOnWaterBodyChangedParams

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water, Meta=(Deprecated="5.2")) void OnWaterBodyChanged ( bool bShapeOrPositionChanged, bool bWeightmapSettingsChanged )


code: void OnWaterSplineDataChanged ( const [FOnWaterSplineDataChangedParams](API\Plugins\Water\FOnWaterSplineDataChangedParams) & InParams )


code: void OnWaterSplineMetadataChanged ( const [FOnWaterSplineMetadataChangedParams](API\Plugins\Water\FOnWaterSplineMetadataChangedPar-) & InParams )


code: void OnWavesDataUpdated ( [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) * InWaterWaves, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) InChangeType )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Returns the requested water info closest to this world location

code: virtual [FWaterBodyQueryResult](API\Plugins\Water\FWaterBodyQueryResult) QueryWaterInfoClosestToWorldLocation ( const FVector & InWorldLocation, [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) InQueryFlags, const [TOptional](API\Runtime\Core\IO\TOptional)< float > & InSplineInputKey ) const


code: void RegisterOnChangeWaterSplineData ( bool bRegister )


description: Removes WaterBody exclusion volume

code: void RemoveExclusionVolume ( [AWaterBodyExclusionVolume](API\Plugins\Water\AWaterBodyExclusionVolume) * InExclusionVolume )


code: void RegisterOnUpdateWavesData ( [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) * InWaterWaves, bool bRegister )


code: void RemoveIsland ( [AWaterBodyIsland](API\Plugins\Water\AWaterBodyIsland) * Island )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the dynamic parameters needed by the underwater post process material instance for rendering. Returns true if the operation was successfull

code: virtual bool SetDynamicParametersOnUnderwaterPostProcessMID ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMID )


description: Sets the dynamic parameters needed by the material instance for rendering. Returns true if the operation was successfull

code: virtual bool SetDynamicParametersOnMID ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMID )


description: Sets the dynamic parameters needed by the material instance for rendering the water info texture. Returns true if the operation was successfull

code: virtual bool SetDynamicParametersOnWaterInfoMID ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMID )


description: Sets an additional water height (For internal use. Please useAWaterBodyOceaninstead.)

code: virtual void SetHeightOffset ( float InHeightOffset )


code: virtual void SetHLODMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Set the navigation area class

code: void SetNavAreaClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > NewWaterNavAreaClass )


description: Sets under water post process material

code: void SetUnderwaterPostProcessMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Rendering) void SetWaterAndUnderWaterPostProcessMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InWaterMaterial, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InUnderWaterPostProcessMaterial )


code: void SetWaterBodyStaticMeshEnabled ( bool bEnabled )


description: Deprecated* Renamed to SetWaterStaticMeshMaterial

code: void SetWaterLODMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Sets water material

code: void SetWaterMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Sets a static mesh to use as a replacement for the water mesh (for water bodies that are being rendered by the water mesh)

code: void SetWaterMeshOverride ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InMesh )


description: Sets water static mesh material

code: void SetWaterStaticMeshMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Override the default behavior of water bodies finding their water zone based on bounds and set a specific water zone to which this water body should register.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) void SetWaterZoneOverride ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AWaterZone](API\Plugins\Water\AWaterZone) > & InWaterZoneOverride )


code: void UpdateAll ( const [FOnWaterBodyChangedParams](API\Plugins\Water\FOnWaterBodyChangedParams) & InParams )


description: Is this water body rendered with the WaterMeshComponent, with the quadtree-based water renderer?


description: Deprecated* Use the version of this function takingFOnWaterBodyChangedParamsin parameter

code: void UpdateAll ( bool bShapeOrPositionChanged )


description: Updates the bVisible/bHiddenInGame flags on the component and eventually the child renderable components (e.g. custom water body)

code: virtual void UpdateComponentVisibility ( bool bAllowWaterZoneRebuild )


description: Creates/Destroys/Updates necessary MIDS

code: virtual void UpdateMaterialInstances()


description: Updates WaterBody (called 1st with bWithExclusionVolumes = false, then with true

code: virtual void UpdateWaterBody ( bool bWithExclusionVolumes )


code: void UpdateWaterInfoMeshComponents()


description: Registers or this water body with corresponding overlapping water zones and unregisters it from any old zones if they are no longer overlapping.

code: void UpdateWaterZones ( bool bAllowChangesDuringCook )


className: WaterAreaParamName

code: static const [FName](API\Runtime\Core\UObject\FName) WaterAreaParamName;


className: WaterBodyZOffsetParamName

code: static const [FName](API\Runtime\Core\UObject\FName) WaterBodyZOffsetParamName;


className: WaterBodyIndexParamName

description: Public static constants :

code: static const [FName](API\Runtime\Core\UObject\FName) WaterBodyIndexParamName;


className: WaterVelocityAndHeightName

code: static const [FName](API\Runtime\Core\UObject\FName) WaterVelocityAndHeightName;


className: WaterZMaxParamName

code: static const [FName](API\Runtime\Core\UObject\FName) WaterZMaxParamName;


className: WaterZMinParamName

code: static const [FName](API\Runtime\Core\UObject\FName) WaterZMinParamName;


code: UWaterBodyComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideCategories=(Tags, Activation, Cooking, Physics, Replication, Input, AssetUserData, Mesh)) class UWaterBodyComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bAffectsLandscape

description: If enabled, landscape will be deformed based on this water body placed on top of it and landscape height will be considered when determining water depth at runtime

bAlwaysGenerateWaterMeshTiles

description: When this is set to true, the water mesh will always generate tiles for this water body.

CollisionHeightOffset

description: The distance above the surface of the water where collision checks should still occur.

CurrentPostProcessSettings

type: FPostProcessSet...

CurveSettings

type: FWaterCurveSett...

FixedWaterDepth

type: double

description: If the Water Material assigned to this component has Fixed Depth enabled, this is the depth that is passed.

Landscape

type: TWeakObjectPtr<...

LayerWeightmapSettings

type: TMap<FName,FW...

MaxWaveHeightOffset

description: Offset added to the automatically calculated max wave height bounds.

OverlapMaterialPriority

description: Higher number is higher priority.

OwningWaterZone

type: TSoftObjectPtr<...

PhysicalMaterial

type: TObjectPtr<UPh...

StaticMeshSettings

type: FWaterBodyStati...

TargetWaveMaskDepth

description: Water depth at which waves start being attenuated.

UnderwaterPostProcessMaterial

type: TObjectPtr<UMa...

description: Post process material to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water).

UnderwaterPostProcessSettings

type: FUnderwaterPost...

description: Post process settings to apply when the camera goes underwater (only available when bGenerateCollisions is true because collisions are needed to detect if it's under water).

WaterBodyExclusionVolumes

type: TArray<TSoftOb...

WaterBodyIndex

description: Unique Id for accessing (wave, ... ) data in GPU buffers

WaterBodyIslands

description: Islands in this water body

WaterHeightmapSettings

type: FWaterBodyHeigh...

WaterMeshOverride

type: TObjectPtr<USt...

WaterNavAreaClass

type: TSubclassOf<UN...

description: The navigation area class that will be generated on nav mesh.

WaterSplineMetadata

type: TObjectPtr<UWa...


description: Called every time UpdateAll is called on WaterBody (prior to UpdateWaterBody)

code: virtual void BeginUpdateWaterBody()


code: virtual bool CanEverAffectWaterMesh() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > > CheckWaterBodyStatus()


code: virtual void CreateOrUpdateWaterMID()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Returns body's collision components

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetCollisionComponents ( bool bInOnlyEnabledComponents ) const


description: Retrieves the list of primitive components that this water body uses when not being rendered by the water mesh (e.g. the static mesh component used when WaterMeshOverride is specified)

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetStandardRenderableComponents() const


description: AWaterBodyInterface

code: virtual [EWaterBodyType](API\Plugins\Water\EWaterBodyType) GetWaterBodyType() const


code: virtual const TCHAR * GetWaterSpriteTextureName() const


code: virtual void OnUpdateBody ( bool bWithExclusionVolumes )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: AWaterBodyInterface

code: virtual void Reset()


code: UWaterBodyCustomComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyCustomComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UWaterBodyCustomComponent : public [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent)


description: Components created with this method need to be properly outered & assigned to your target actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const


description: For a given component, compute a unique hash from the properties that are relevant to HLOD generation. Used to detect changes to the source components of an HLOD. The base version can only support hashing of static mesh components. HLOD builder subclasses should override this method and compute the hash of component types they support as input.

code: virtual uint32 ComputeHLODHash ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InSourceComponent ) const


code: UWaterBodyHLODBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyHLODBuilder

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UWaterBodyHLODBuilder : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Generates the mesh representation of the water body

code: virtual bool GenerateWaterBodyMesh ( [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & OutMesh, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * OutDilatedMesh ) const


description: UWaterBodyComponentInterface


code: virtual FVector GetWaterSpriteLocation() const


description: UWaterBodyComponentInterface


code: UWaterBodyLakeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyLakeComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UWaterBodyLakeComponent : public [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent)

LakeCollision

type: TObjectPtr<ULa...


code: virtual bool CanCreateSceneProxy() const


description: Exclude water mesh components from HLOD since we have a custom HLOD builder for water bodies.

code: virtual bool IsHLODRelevant() const


code: UWaterBodyMeshComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyMeshComponent

description: Base class for meshes used to render water bodies without relying on the water zone/water mesh.


code: virtual void BeginUpdateWaterBody()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > > CheckWaterBodyStatus()


description: Rebuilds the ocean mesh to completely fill the zone to which it belongs.


description: Returns body's collision components

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetCollisionComponents ( bool bInOnlyEnabledComponents ) const


description: Returns the additional water height added to the body (For internal use. Please useAWaterBodyOceaninstead.)

code: virtual float GetHeightOffset() const


description: Returns collision half-extents

code: virtual FVector GetCollisionExtents() const


description: UWaterBodyComponentInterface

code: virtual bool IsBodyDynamic() const


description: Deprecated* Oceans no longer rely on the visual extent parameter making this obsolete. Instead they will be guaranteed to fill the entire water zone to which they belong.

code: FVector2D GetVisualExtents() const


code: virtual void OnPostEditChangeProperty ( [FOnWaterBodyChangedParams](API\Plugins\Water\FOnWaterBodyChangedParams) & InOutOnWaterBodyChangedParams )


code: virtual const TCHAR * GetWaterSpriteTextureName() const


description: Called when the WaterBodyActor has had all its components registered.


code: virtual void OnUpdateBody ( bool bWithExclusionVolumes )


code: virtual void PostLoad()


description: Sets an additional water height (For internal use. Please useAWaterBodyOceaninstead.)

code: virtual void SetHeightOffset ( float InHeightOffset )


code: void SetVisualExtents ( FVector2D )


code: void SetOceanExtent ( const FVector2D & NewExtents )


className: UWaterBodyOceanComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UWaterBodyOceanComponent : public [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent)

CollisionBoxes

type: TArray<TObject...

CollisionExtents

type: FVector

HeightOffset

type: float

OceanExtents

description: The extent of the ocean, centered around water zone to which the ocean belongs.

SavedZoneLocation

description: Saved water zone location so that the ocean mesh can be regenerated relative to it and match it perfectly without being loaded.


code: UWaterBodyOceanComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


code: void CreateOrUpdateLakeTransitionMID()


code: void CreateOrUpdateOceanTransitionMID()


code: void SetCollisionExtents ( const FVector & NewExtents )


code: virtual bool GenerateWaterBodyMesh ( [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & OutMesh, [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * OutDilatedMesh ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetBrushRenderableComponents() const


description: Returns body's collision components

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetCollisionComponents ( bool bInOnlyEnabledComponents ) const


description: Returns River to lake transition material instance (For internal use. Please useAWaterBodyRiverinstead.)


description: Returns River to ocean transition material instance (For internal use. Please useAWaterBodyRiverinstead.)


description: Retrieves the list of primitive components that this water body uses when not being rendered by the water mesh (e.g. the static mesh component used when WaterMeshOverride is specified)

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetStandardRenderableComponents() const


code: virtual void OnPostEditChangeProperty ( [FOnWaterBodyChangedParams](API\Plugins\Water\FOnWaterBodyChangedParams) & InOutOnWaterBodyChangedParams )


description: UWaterBodyComponentInterface

code: virtual void Reset()


code: void SetLakeTransitionMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMat )


code: void SetOceanTransitionMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMat )


description: Creates/Destroys/Updates necessary MIDS

code: virtual void UpdateMaterialInstances()


code: void UpdateSplineMesh ( [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * MeshComp, int32 SplinePointIndex )


code: virtual void OnUpdateBody ( bool bWithExclusionVolumes )


description: UWaterBodyComponentInterface

code: virtual [EWaterBodyType](API\Plugins\Water\EWaterBodyType) GetWaterBodyType() const


code: UWaterBodyRiverComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBodyRiverComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UWaterBodyRiverComponent : public [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent)

LakeTransitionMaterial

description: Material used when a river is overlapping a lake.

OceanTransitionMaterial

description: This is the material used when a river is overlapping the ocean.


code: UWaterBrushActorInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterBrushActorInterface

description: Dummy class needed to support Cast(Object).

code: class UWaterBrushActorInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: virtual void CollectPSOPrecacheData ( const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & BasePrecachePSOParams, [FComponentPSOPrecacheParamsList](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParamsList) & OutParams )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


code: int32 GetTessellationFactor() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > > & GetUsedMaterialsSet() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Use this instead of GetMaterialRelevance, since this one will go over all materials from all tiles

code: [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) GetWaterMaterialRelevance ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: const [FWaterQuadTree](API\Plugins\Water\FWaterQuadTree) & GetWaterQuadTree() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Rendering) bool IsEnabled() const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void PushTessellatedWaterMeshBoundsToPoxy ( const FBox2D & TessellatedWaterMeshBounds )


code: void SetExtentInTiles ( FIntPoint NewExtentInTiles )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


code: void SetTileSize ( float NewTileSize )


description: Return true if the owner is selected and this component is selectable

code: virtual bool ShouldRenderSelected() const


className: UWaterMeshComponent

description: 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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering, Water), HideCategories=(Object, Activation, "Components|Activation", Collision, Lighting, HLOD, Navigation, Replication, Input, MaterialParameters, TextureStreaming), EditInlineNew) class UWaterMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

ForceCollapseDensityLevel

description: At above what density level a tile is allowed to force collapse even if not all leaf nodes in the subtree are present.


className: FOnUpdateSettings

description: Delegate called whenever the curve data is updated.

code: typedef TMulticastDelegate_TwoParams< void, const [UWaterRuntimeSettings](API\Plugins\Water\UWaterRuntimeSettings) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateSettings


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultWaterInfoMaterial() const


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetShouldWarnOnMismatchOceanExtent ( bool bEnable )


description: Controls the visibility of the Spline point scale editor in the details panel.

code: virtual bool AllowsSplinePointScaleEditing() const


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


className: UWaterRuntimeSettings

description: Implements the runtime settings for the Water plugin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig, Meta=(DisplayName="Water")) class UWaterRuntimeSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

CollisionChannelForWaterTraces

type: TEnumAsByte< EC...

description: Collision channel to use for tracing and blocking water bodies

MaterialParameterCollection

description: Material Parameter Collection for everything water-related

WaterBodyIconWorldZOffset

description: Offset in Z for the water body icon in world-space.


description: Get the enabled Spline Point types for this spline component.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) > GetEnabledSplinePointTypes() const


description: Spline component interface

code: virtual [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata()


code: virtual const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata() const


description: Deprecated* Use FOnWaterSplineDataChanged Use OnWaterSplineDataChanged

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FOnSplineDataChanged & OnSplineDataChanged()


description: Call to update water spline Necessary if using USplineComponent::AddPoint(s) instead of editing the spline in editor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water, DisplayName="Synchronize And Broadcast Data Change") void K2_SynchronizeAndBroadcastDataChange()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void ResetSpline ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UWaterSplineComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterSplineComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Custom), Meta=(BlueprintSpawnableComponent)) class UWaterSplineComponent : public [USplineComponent](API\Runtime\Engine\Components\USplineComponent)

PreviousWaterSplineDefaults

type: FWaterSplineCur...

description: This stores the last defaults propagated to spline points on an instance of this component Used to determine if spline points were modifed by users or if they exist at a current default value

WaterSplineDefaults

description: Defaults which are used to propagate values to spline points on instances of this in the world


code: virtual void AddPoint ( float InputKey )


code: virtual void CopyPoint ( const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * FromSplineMetadata, int32 FromIndex, int32 ToIndex )


code: virtual void DuplicatePoint ( int32 Index )


code: virtual void Fixup ( int32 NumPoints, [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComp )


className: FOnChangeData

code: typedef TMulticastDelegate_TwoParams< void, [UWaterSplineMetadata](API\Plugins\Water\UWaterSplineMetadata) *, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & > FOnChangeData


className: FOnWaterSplineMetadataChanged

description: Delegate called whenever the metadata is updated.

code: typedef TMulticastDelegate_OneParam< void, const [FOnWaterSplineMetadataChangedParams](API\Plugins\Water\FOnWaterSplineMetadataChangedPar-) & > FOnWaterSplineMetadataChanged


description: Insert point before index, lerping metadata between previous and next key values

code: virtual void InsertPoint ( int32 Index, float t, bool bClosedLoop )


code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: bool PropagateDefaultValue ( int32 PointIndex, const [FWaterSplineCurveDefaults](API\Plugins\Water\FWaterSplineCurveDefaults) & CurrentDefaults, const [FWaterSplineCurveDefaults](API\Plugins\Water\FWaterSplineCurveDefaults) & NewDefaults )


code: virtual void RemovePoint ( int32 Index )


code: virtual void Reset ( int32 NumPoints )


description: Update point at index by lerping metadata between previous and next key values

code: virtual void UpdatePoint ( int32 Index, float t, bool bClosedLoop )


code: UWaterSplineMetadata ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWaterSplineMetadata

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWaterSplineMetadata : public [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata)

AudioIntensity

type: FInterpCurveFlo...

description: A scalar used to define intensity of the water audio along the spline

bShouldVisualizeDepth

type: bool

description: Whether depth visualization should be displayed

bShouldVisualizeRiverWidth

description: Whether river width visualization should be displayed

bShouldVisualizeWaterVelocity

description: Whether water velocity visualization should be displayed

OnChangeMetadata

type: FOnWaterSplineM...

RiverWidth

description: Rivers Only: The width of the river (from center) in each direction

WaterVelocityScalar

description: The Current of the water at this vertex. Magnitude and direction


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: bAllowWaterSubsystemOnPreviewWorld

description: Bydefault, there is no water subsystem allowed on preview worlds except when explicitly requested :

code: static bool bAllowWaterSubsystemOnPreviewWorld = false;


description: Override to support water subsystems in editor preview worlds

code: virtual bool DoesSupportWorldType ( [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


description: Returns the water with the highest priority within the bounds provided.

code: [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AWaterZone](API\Plugins\Water\AWaterZone) > FindWaterZone ( const FBox2D & Bounds, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< const [ULevel](API\Runtime\Engine\Engine\ULevel) > PreferredLevel ) const


className: FOnWaterSubsystemInitialized

code: class FOnWaterSubsystemInitialized : public TBaseMulticastDelegate_OneParam< void, UWaterSubsystem * >


description: Deprecated* Please useFWaterBodyManager::ForEachWaterBodyComponentinstead.

code: static void ForEachWaterBodyComponent ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *)> Predicate )


code: static [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AWaterZone](API\Plugins\Water\AWaterZone) > FindWaterZone ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FBox2D & Bounds, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< const [ULevel](API\Runtime\Engine\Engine\ULevel) > PreferredLevel )


description: Non-copyable.


code: FScopedAllowWaterSubsystemOnPreviewWorld &40; const FScopedAllowWaterSubsystemOnPreviewWorld & &41;


code: FScopedAllowWaterSubsystemOnPreviewWorld &40; bool bNewValue &41;


description: Little scope object to temporarily change the value of bAllowWaterSubsystemOnPreviewWorld


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Water) float GetCameraUnderwaterDepth() const


code: [ABuoyancyManager](API\Plugins\Water\ABuoyancyManager) * GetBuoyancyManager() const


description: Returns the base height of the ocean. This should correspond to its world Z position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) float GetOceanBaseHeight() const


description: Returns the relative flood height

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) float GetOceanFloodHeight() const


description: Returns the total height of the ocean. This should correspond to the base height plus any additional height, like flood for example

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) float GetOceanTotalHeight() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) static int32 GetShallowWaterMaxDynamicForces()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) static int32 GetShallowWaterMaxImpulseForces()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) static int32 GetShallowWaterSimulationRenderTargetSize()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) float GetSmoothedWorldTimeSeconds() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: Static helper function to get a waterbody manager from a world, returns nullptr if world or manager don't exist

code: static [FWaterBodyManager](API\Plugins\Water\FWaterBodyManager) * GetWaterBodyManager ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Static helper function to get a water subsystem from a world, returns nullptr if world or subsystem don't exist

code: static [UWaterSubsystem](API\Plugins\Water\UWaterSubsystem) * GetWaterSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) float GetWaterTimeSeconds() const


description: Static helper function to get a weak ptr to the water scene view extension for a given world.

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FWaterViewExtension](API\Plugins\Water\FWaterViewExtension), ESPMode::ThreadSafe > GetWaterViewExtension ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Deprecated* There may be multiple water zones per level. Prefer calling the GetWaterZone on a per-water body basis or iterating over all zones.

code: [AWaterZone](API\Plugins\Water\AWaterZone) * GetWaterZoneActor ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InPreferredOuterLevel ) const


description: USubsystemimplementation Begin.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Water) bool IsShallowWaterSimulationEnabled() const


description: FTickableGameObjectimplementation Begin.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Water) bool IsUnderwaterPostProcessEnabled() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Water) bool IsWaterRenderingEnabled() const


code: void MarkAllWaterZonesForRebuild ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) RebuildFlags )


code: void MarkWaterZonesInRegionForRebuild ( const FBox2D & InUpdateRegion, [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) InRebuildFlags )


description: Called once all UWorldSubsystems have been initialized

code: virtual void PostInitialize()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) void PrintToWaterLog ( const [FString](API\Runtime\Core\Containers\FString) & Message, bool bWarning )


code: void SetOceanBodyComponent ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) > InOceanBodyComponent )


code: static void SetAllowWaterSubsystemOnPreviewWorld ( bool bInValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) void SetOceanFloodHeight ( float InFloodHeight )


code: void SetOverrideSmoothedWorldTimeSeconds ( float InTime )


code: void SetShouldOverrideSmoothedWorldTimeSeconds ( bool bOverride )


code: void SetShouldPauseWaveTime ( bool bInPauseWaveTime )


code: void SetSmoothedWorldTimeSeconds ( float InTime )


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: UWaterSubsystem

description: This is the API used to get information about water at runtime

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Transient) class UWaterSubsystem : public [UTickableWorldSubsystem](API\Runtime\Engine\Subsystems\UTickableWorldSubsystem)

BuoyancyManager

type: TObjectPtr<ABu...

OnCameraUnderwaterStateChanged

type: FOnCameraUnderw...

OnWaterScalabilityChanged

type: FOnWaterScalabi...

OnWaterSubsystemInitialized

type: UWaterSubsystem...


className: UWaterWaves

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, BlueprintType, NotBlueprintable, Abstract) class UWaterWaves : public [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


className: FOnUpdateWavesAssetData

description: Delegate called whenever the waves data is updated.

code: typedef TMulticastDelegate_TwoParams< void, [UWaterWavesAsset](API\Plugins\Water\UWaterWavesAsset) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateWavesAssetData


code: const [UWaterWaves](API\Plugins\Water\UWaterWaves) * GetWaterWaves() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


code: void SetWaterWaves ( [UWaterWaves](API\Plugins\Water\UWaterWaves) * InWaterWaves )


className: UWaterWavesAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, AutoExpandCategories="Water Waves") class UWaterWavesAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnUpdateWavesAssetData

type: FOnUpdateWavesA...


code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


description: Returns the maximum wave height that can be reached by those waves

code: virtual float GetMaxWaveHeight() const


description: Computes the raw wave perturbation of the water height only (simple version : faster computation)

code: virtual float GetSimpleWaveHeightAtPosition ( const FVector & InPosition, float InWaterDepth, float InTime ) const


description: Return the underlying Water class type. This will jump through the potentialUWaterWavesAssetReferenceto get to the actual wave data

code: virtual const [UWaterWaves](API\Plugins\Water\UWaterWaves) * GetWaterWaves() const


code: virtual [UWaterWaves](API\Plugins\Water\UWaterWaves) * GetWaterWaves()


description: Computes the attenuation factor to apply to the raw wave perturbation. Attenuates : normal/wave height/max wave height.

code: virtual float GetWaveAttenuationFactor ( const FVector & InPosition, float InWaterDepth, float InTargetWaveMaskDepth ) const


code: const [UWaterWavesAsset](API\Plugins\Water\UWaterWavesAsset) * GetWaterWavesAsset ( [UWaterWaves](API\Plugins\Water\UWaterWaves) * InWaterWavesAsset ) const


description: Computes the raw wave perturbation of the water height/normal

code: virtual float GetWaveHeightAtPosition ( const FVector & InPosition, float InWaterDepth, float InTime, FVector & OutNormal ) const


code: void SetWaterWavesAsset ( [UWaterWavesAsset](API\Plugins\Water\UWaterWavesAsset) * InWaterWavesAsset )


className: FOnUpdateWavesData

code: typedef TMulticastDelegate_TwoParams< void, [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) *, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) > FOnUpdateWavesData


className: UWaterWavesAssetReference

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, AutoExpandCategories="Water Waves Asset") class UWaterWavesAssetReference : public [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase)


code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UWaterWavesBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, BlueprintType, NotBlueprintable, Abstract) class UWaterWavesBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnUpdateWavesData

type: FOnUpdateWavesD...


module: WaterEditor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Default") void SetEditorTickEnabled ( bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="Tick") void EditorTick ( float DeltaSeconds )


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Water Mesh Preview") void SpawnCausticParticleGrid ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * HISMC, float GridSize, int GridTiles )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: ACausticsGeneratorActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


className: ACausticsGeneratorActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(Replication, Input, LOD, Actor, Cooking, Rendering, Collision)) class ACausticsGeneratorActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

DefaultSceneRoot

type: TObjectPtr<USc...


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FWaterBodyActorDetailCustomization

code: class FWaterBodyActorDetailCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetWaterMesh() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Water Mesh Preview") void SpawnWaterPreviewGrid ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * HISMC, float GridSize, int GridTiles )


className: FWaterBodyCustomDefaults

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWaterBodyCustomDefaults : public [FWaterBodyDefaults](API\Plugins\WaterEditor\FWaterBodyDefaults)


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetUnderwaterPostProcessMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterHLODMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetWaterStaticMeshMaterial() const


className: FWaterBodyDefaults

UnderwaterPostProcessMaterial

type: TSoftObjectPtr<...


className: FWaterBodyIslandDefaults

BrushDefaults

type: FWaterBrushActo...


className: FWaterBodyLakeDefaults

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWaterBodyLakeDefaults : public [FWaterBodyDefaults](API\Plugins\WaterEditor\FWaterBodyDefaults)

WaterWaves

type: TObjectPtr<UWa...


className: FWaterBodyOceanDefaults

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWaterBodyOceanDefaults : public [FWaterBodyDefaults](API\Plugins\WaterEditor\FWaterBodyDefaults)


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetRiverToLakeTransitionMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetRiverToOceanTransitionMaterial() const


className: FWaterBodyRiverDefaults

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWaterBodyRiverDefaults : public [FWaterBodyDefaults](API\Plugins\WaterEditor\FWaterBodyDefaults)


className: FWaterBrushActorDefaults

CurveSettings

type: FWaterCurveSett...

HeightmapSettings

type: FWaterBodyHeigh...

LayerWeightmapSettings

type: TMap<FName,FW...


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetFarDistanceMaterial() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FWaterWavesEditorToolkit > CreateWaterWaveAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * WavesAsset )


className: FWaterEditorModule

code: class FWaterEditorModule : public [IWaterEditorModuleInterface](API\Plugins\WaterEditor\IWaterEditorModuleInterface)


className: FWaterZoneActorDefaults

FarDistanceMeshExtent

type: float

RenderTargetResolution

type: FIntPoint


className: IWaterEditorModuleInterface

code: class IWaterEditorModuleInterface : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultBlurEdgesMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultBrushAngleFalloffMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultBrushIslandFalloffMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultBrushWidthFalloffMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultBrushWeightmapMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultDrawCanvasMaterial() const


description: Deprecated* This material is not needed anymore : the WaterVelocityTexture is now regenerated at runtime (WaterInfoTexture inAWaterZone)


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultFinalizeVelocityHeightMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultFindEdgesMaterial() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultJumpFloodStepMaterial() const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< AWaterLandscapeBrush > GetWaterManagerClass() const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AWaterZone](API\Plugins\Water\AWaterZone) > GetWaterZoneClass() const


className: UWaterEditorSettings

description: Implements the editor settings for the Water plugin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig, Meta=(DisplayName="Water Editor")) class UWaterEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

LandscapeMaterialParameterCollection

description: Material Parameter Collection for everything landscape-related

MaxWaterVelocityAndHeightTextureSize

description: Maximum size of the water velocity/height texture for a WaterZoneActor

TextureGroupForGeneratedTextures

type: TEnumAsByte< Te...

description: The texture group to use for generated textures such as the combined veloctiy and height texture

VisualizeWaterVelocityScale

description: Scale factor for visualizing water velocity

WaterBodyCustomDefaults

type: FWaterBodyCusto...

description: Default values for base WaterBodyCustom actor

WaterBodyIslandDefaults

type: FWaterBodyIslan...

description: Default values for base WaterBodyIsland actor

WaterBodyLakeDefaults

type: FWaterBodyLakeD...

description: Default values for base WaterBodyLake actor

WaterBodyOceanDefaults

type: FWaterBodyOcean...

description: Default values for base WaterBodyOcean actor

WaterBodyRiverDefaults

type: FWaterBodyRiver...

description: Default values for base WaterBodyRiver actor

WaterZoneActorDefaults

type: FWaterZoneActor...

description: Default values for base WaterMesh actor


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetErrorSprite() const


code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetWaterActorSprite ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: virtual void RegisterWaterActorSprite ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


className: UWaterEditorSubsystem

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWaterEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IWaterEditorServices](API\Plugins\Water\IWaterEditorServices)


className: FTransformedWaveformView

module: WaveformEditor

code: struct FTransformedWaveformView

DataProvider

type: TSharedPtr<FWa...

ViewWidget

type: TSharedPtr<STr...


className: AppIdentifier

description: Settings Editor App Identifier

code: static const [FName](API\Runtime\Core\UObject\FName) AppIdentifier;


className: EditorName

code: static const [FName](API\Runtime\Core\UObject\FName) EditorName;


className: EWaveEditorReimportMode

code: enum EWaveEditorReimportMode { SameFile = 0, SelectFile, COUNT, }


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


description: IAssetEditorInstanceinterface

code: virtual [FName](API\Runtime\Core\UObject\FName) GetEditorName() const


description: Returns the invariant name of this toolkit type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


description: Returns the localize prefix string to use for tab labels in world-centric mode.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetWorldCentricTabPrefix() const


code: bool Init ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWaveToEdit )


code: virtual void InitToolMenuContext ( [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


code: virtual void NotifyPostChange ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, class [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) * PropertyThatChanged )


description: FNotifyHookinterface

code: virtual void NotifyPreChange ( class [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) * PropertyAboutToChange )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: FEditorUndo interface

code: virtual void PostUndo ( bool bSuccess )


className: PropertiesTabId

description: Tab Ids

code: static const [FName](API\Runtime\Core\UObject\FName) PropertiesTabId;


description: FAssetEditorToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


className: ToolkitFName

code: static const [FName](API\Runtime\Core\UObject\FName) ToolkitFName;


className: TransformationsTabId

code: static const [FName](API\Runtime\Core\UObject\FName) TransformationsTabId;


description:
Called to see if the context of the current undo/redo operation is a match for the client Default state matching old context-less undo is Context="" and PrimaryObject=NULL
True if client wishes to handle the undo/redo operation for this context. False otherwise

code: virtual bool MatchesContext ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) >> & TransactionObjectContexts ) const


code: void OnAssetReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReimportedObject, bool bSuccessfullReimport )


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


className: WaveformDisplayTabId

code: static const [FName](API\Runtime\Core\UObject\FName) WaveformDisplayTabId;


code: virtual ~FWaveformEditor()


className: FWaveformEditor

code: class FWaveformEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)


code: static const [FWaveformEditorCommands](API\Plugins\WaveformEditor\FWaveformEditorCommands) & Get()


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


className: FWaveformEditorCommands

code: class FWaveformEditorCommands : public [TCommands< FWaveformEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

ExportFormatMono

type: TSharedPtr<FUI...

PlaySoundWave

description: Soundwave Playback controls.


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FWaveformEditorModule

code: class FWaveformEditorModule : public [IWaveformEditorModule](API\Plugins\WaveformEditor\IWaveformEditorModule)


code: void CacheStartTime ( const float StartTime )


code: void Play ( const float StartTime )


code: void Seek ( const float SeekTime )


code: FWaveformEditorTransportController ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * InAudioComponent )


code: ~FWaveformEditorTransportController()


className: FWaveformEditorTransportController


className: IWaveformEditorInstantiator

code: class IWaveformEditorInstantiator


className: IWaveformEditorModule

code: class IWaveformEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: UWaveformEditorToolMenuContext

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWaveformEditorToolMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

WaveformEditor

type: TWeakPtr<FWave...


className: FOnDataViewGenerated

module: WaveformEditorWidgets

code: typedef TMulticastDelegate_TwoParams< void, [FFixedSampledSequenceView](API\Plugins\AudioWidgets\FFixedSampledSequenceView), const uint32 > FOnDataViewGenerated


className: FOnLayersChainGenerated

code: typedef TMulticastDelegate_TwoParams< void, [FTransformationRenderLayerInfo](API\Plugins\WaveformEditorWidgets\FTransformationRenderLayerInfo) *, const int32 > FOnLayersChainGenerated


className: FOnNewPlayheadOverlayStyle

code: typedef TMulticastDelegate_OneParam< void, [FPlayheadOverlayStyle](API\Plugins\AudioWidgets\FPlayheadOverlayStyle) > FOnNewPlayheadOverlayStyle


className: FOnNewTimeRulerStyle

code: typedef TMulticastDelegate_OneParam< void, [FFixedSampleSequenceRulerStyle](API\Plugins\AudioWidgets\FFixedSampleSequenceRulerStyle) > FOnNewTimeRulerStyle


className: FOnNewWaveformViewerStyle

code: typedef TMulticastDelegate_OneParam< void, [FSampledSequenceViewerStyle](API\Plugins\AudioWidgets\FSampledSequenceViewerStyle) > FOnNewWaveformViewerStyle


className: FOnNewValueGridOverlayStyle

code: typedef TMulticastDelegate_OneParam< void, [FSampledSequenceValueGridOverlayStyle](API\Plugins\AudioWidgets\FSampledSequenceValueGridOverlay-) > FOnNewValueGridOverlayStyle


className: FOnRenderElementsUpdated

code: typedef TMulticastDelegate_NoParams< void > FOnRenderElementsUpdated


className: FOnTransformationsPropertiesRequired

code: typedef TBaseDelegate_OneParam< void, [FTransformationsToPropertiesArray](API\Plugins\WaveformEditorWidgets\FTransformationsToPropertiesArra-) & > FOnTransformationsPropertiesRequired


className: FOnWaveformEditorGridUpdated

code: typedef TMulticastDelegate_NoParams< void > FOnWaveformEditorGridUpdated


className: FOnZoomRatioChanged

code: typedef TMulticastDelegate_OneParam< void, const float > FOnZoomRatioChanged


className: FTransformationLayerConstraints

code: typedef TPair< float, float > FTransformationLayerConstraints


className: FTransformationLayerRenderInfo

code: typedef TPair< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IWaveformTransformationRenderer](API\Plugins\WaveformTransformationsWidgets\IWaveformTransformationRenderer) >, TPair< float, float >> FTransformationLayerRenderInfo


className: FTransformationRenderLayerInfo


className: FTransformationsToPropertiesArray


className: FTransformationToPropertiesPair

code: typedef TPair< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UWaveformTransformationBase](API\Runtime\AudioExtensions\UWaveformTransformationBase) >, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) >>> FTransformationToPropertiesPair


code: void SetTicksTimeFont ( const [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) * InNewFont )


code: virtual const [FFixedSampledSequenceGridMetrics](API\Plugins\AudioWidgets\FFixedSampledSequenceGridMetrics) GetGridMetrics() const