description: Override the Timecode Provider to display

code: WidgetArgsType & OverrideTimecodeProvider &40; const TAttribute< TWeakObjectPtr< UTimecodeProvider > > & InAttribute &41;


description: The color for the timecode text

module: VPUtilitiesEditor

code: WidgetArgsType & TimecodeColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The font for the timecode text

code: WidgetArgsType & TimecodeFont &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


description: The color for this TimecodeProvider text

code: WidgetArgsType & TimecodeProviderColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The font for this TimecodeProvider text

code: WidgetArgsType & TimecodeProviderFont &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< STimecodeProvider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: STimecodeProvider

code: class STimecodeProvider : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Enter VR Mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool EnterVRMode()


description: Exit VR Mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void ExitVRMode()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [TArray](API\Runtime\Core\Containers\TArray)< [UVREditorInteractor](API\Editor\VREditor\UVREditorInteractor) * > GetActiveEditorVRControllers()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static [FString](API\Runtime\Core\Containers\FString) GetDirectorName()


description: Get flight speed for scouting in VR

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static float GetFlightSpeed()


description: Get grip nav speed for scouting in VR

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static float GetGripNavSpeed()


description: Get UI panel Actor from the passed ID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") [AVREditorFloatingUI](API\Editor\VREditor\UI\AVREditorFloatingUI) * GetPanelActor ( const [FName](API\Runtime\Core\UObject\FName) & PanelID ) const


description: Get UI panel widget from the passed ID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetPanelWidget ( const [FName](API\Runtime\Core\UObject\FName) & PanelID ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static [FString](API\Runtime\Core\Containers\FString) GetShowName()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static const [FName](API\Runtime\Core\UObject\FName) GetVProdPanelID ( const [EVProdPanelIDs](API\Plugins\VPUtilitiesEditor\EVProdPanelIDs) Panel )


description: Hide VR Sequencer Window

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") void HideInfoDisplayPanel()


description: Implement this for initialization of instances of the system

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


description: Whether the helper system on the controllers is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static bool IsHelperSystemEnabled()


description: Whether location grid snapping is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool IsLocationGridSnappingEnabled()


description: Whether rotation grid snapping is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool IsRotationGridSnappingEnabled()


description: Whether grip nav inertia is enabled when scouting in VR

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static bool IsUsingInertiaDamping()


description: Whether the VR user wants to use the metric system instead of imperial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static bool IsUsingMetricSystem()


description: Whether the VR user wants to have the transform gizmo enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static bool IsUsingTransformGizmo()


description: Check whether a widget UI is open

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") bool IsVRScoutingUIOpen ( const [FName](API\Runtime\Core\UObject\FName) & PanelID )


description: Set flight speed for scouting in VR

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetFlightSpeed ( const float InFlightSpeed )


description: Set grip nav speed for scouting in VR

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetGripNavSpeed ( const float InGripNavSpeed )


description: Set value of cvar "VI.HighSpeedInertiaDamping"

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetInertiaDampingCVar ( const float InInertiaDamping )


description: Set whether the VR user wants to use the metric system instead of imperial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetIsUsingMetricSystem ( const bool bInUseMetricSystem )


description: Set whether the VR user wants to have the transform gizmo enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetIsUsingTransformGizmo ( const bool bInIsUsingTransformGizmo )


description: Set value of cvar "VI.ShowTransformGizmo"

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetShowTransformGizmoCVar ( const bool bInShowTransformGizmoCVar )


description: Toggle rotation grid snapping

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void ToggleRotationGridSnapping()


className: VProdPanelContextID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelContextID = FName(TEXT("VirtualProductionPanelContext"));


className: VProdPanelGafferID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelGafferID = FName(TEXT("VirtualProductionPanelGaffer"));


className: VProdPanelID

description: Static IDs when submitting open/close requests for the VProd main menu panels. VREditorUISystem uses FNames to manage its panels, so these should be used for consistency.

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelID = FName(TEXT("VirtualProductionPanel"));


className: VProdPanelLeftID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelLeftID = FName(TEXT("VirtualProductionPanelLeft"));


className: VProdPanelMeasureID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelMeasureID = FName(TEXT("VirtualProductionPanelMeasure"));


className: VProdPanelRightID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelRightID = FName(TEXT("VirtualProductionPanelRight"));


className: VProdPanelTimelineID

code: static const [FName](API\Runtime\Core\UObject\FName) VProdPanelTimelineID = FName(TEXT("VirtualProductionPanelTimeline"));


className: UVPScoutingSubsystem

description: Subsystem used for VR Scouting

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVPScoutingSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

GestureManager

type: TObjectPtr<UVP...

description: GestureManager that manage some user input in VR editor.

GripNavSpeedCoeff

type: float

description: This is a multiplier for grip nav speed so we can keep the grip nav value in the range 0-1 and increase this variable if we need a bigger range

IsSettingsMenuOpen

type: bool

description: Bool to keep track of whether the settings menu panel in the main menu is open

VPSubsystemHelpers

description: Subsystems can't have any Blueprint implementations, so we attach this class for any BP logic that we to provide.


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()


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


description: Return the stat id to use for this tickable

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="VR") void OnVREditingModeEnter()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="VR") void OnVREditingModeExit()


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: UVPScoutingSubsystemGestureManagerBase

description: Base class of the gesture manager defined in BP

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, MinimalAPI, Meta=(ShowWorldContextPin)) class UVPScoutingSubsystemGestureManagerBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


className: UVPScoutingSubsystemHelpersBase

description: Base class of the helper class defined in BP

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, MinimalAPI, Meta=(ShowWorldContextPin)) class UVPScoutingSubsystemHelpersBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Get the default OSC server.

code: static [UOSCServer](API\Plugins\OSC\UOSCServer) * GetDefaultOSCServer()


description: Imports Image file into VirtualProduction/Snapshots/ folder

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [UTexture](API\Runtime\Engine\Engine\UTexture) * ImportSnapshotTexture ( [FString](API\Runtime\Core\Containers\FString) FileName, [FString](API\Runtime\Core\Containers\FString) SubFolderName, [FString](API\Runtime\Core\Containers\FString) AbsolutePathPackage )


description: Being non-transient also means that transactions happening on them will be replicated on other connected multi-user machines

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [AVPEditorTickableActorBase](API\Plugins\VPUtilitiesEditor\AVPEditorTickableActorBase) * SpawnVPEditorTickableActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AVPEditorTickableActorBase](API\Plugins\VPUtilitiesEditor\AVPEditorTickableActorBase) > ActorClass, const FVector Location, const FRotator Rotation )


className: UVPUtilitiesEditorBlueprintLibrary


description: Being transient also means that transactions happening on them will NOT be replicated on other connected multi-user machines

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [AVPTransientEditorTickableActorBase](API\Plugins\VPUtilitiesEditor\AVPTransientEditorTickableActorB-) * SpawnVPTransientEditorTickableActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AVPTransientEditorTickableActorBase](API\Plugins\VPUtilitiesEditor\AVPTransientEditorTickableActorB-) > ActorClass, const FVector Location, const FRotator Rotation )


className: UVPUtilitiesEditorSettings

description: Virtual Production utilities settings for editor

AdditionnalClassToLoad

type: TArray<FSoftCl...

description: GestureManager class to use by the ScoutingSubsystem

bIsHelperSystemEnabled

description: Whether the helper system on the controllers is enabled

bStartOSCServerAtLaunch

description: When enabled, an OSC server will automatically start on launch.

bUseGripInertiaDamping

description: If true, the user will use inertia damping to stop after grip nav.

bUseMetric

description: Whether to use the metric system or imperial for measurements

bUseTransformGizmo

description: Whether to enable or disable the transform gizmo

FlightSpeed

description: Speed when flying in VR

GestureManagerEditorUtilityClassPath

type: FSoftClassPath

GripNavSpeed

description: Speed when using grip nav in VR

InertiaDamping

description: Damping applied to inertia

OSCServerAddress

type: FString

description: The OSC server's address.

OSCServerPort

description: The OSC server's port.

ScoutingSubsystemEditorUtilityClassPath

description: ScoutingSubsystem class to use for Blueprint helpers

StartupOSCListeners

type: TArray<FSoftOb...

description: What EditorUtilityObject should be ran on editor launch.

VirtualScoutingUI

type: TSoftClassPtr< ...

description: The default user interface that we'll use for virtual scouting

VPSplinePreviewMeshPath

type: FSoftObjectPath


code: UVPUtilitiesEditorSettings()


description: Generate and save data to a PFM file.

module: WarpUtils

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Generate PFM"), Category="Miscellaneous|Warp") static bool GeneratePFM ( const [FString](API\Runtime\Core\Containers\FString) & File, const FVector & StartLocation, const FRotator & StartRotation, const [AActor](API\Runtime\Engine\GameFramework\AActor) * PFMOrigin, const int TilesHorizontal, const int TilesVertical, const float ColumnAngle, const float TileSizeHorizontal, const float TileSizeVertical, const int TilePixelsHorizontal, const int TilePixelsVertical, const bool AddMargin )


description: Generate and save data to a PFM file. Additionally, we have an array of tiles validiy flags (false == all pixels of a tile are NaN)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Generate PFM Extended"), Category="Miscellaneous|Warp") static bool GeneratePFMEx ( const [FString](API\Runtime\Core\Containers\FString) & File, const FVector & StartLocation, const FRotator & StartRotation, const [AActor](API\Runtime\Engine\GameFramework\AActor) * PFMOrigin, const int TilesHorizontal, const int TilesVertical, const float ColumnAngle, const float TileSizeHorizontal, const float TileSizeVertical, const int TilePixelsHorizontal, const int TilePixelsVertical, const bool AddMargin, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & TilesValidityFlags )


description: Save data to a PFM file.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Save PFM"), Category="Miscellaneous|Warp") static bool SavePFM ( const [FString](API\Runtime\Core\Containers\FString) & File, const int TexWidth, const int TexHeight, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices )


description: Save data to a PFM file. Since the float NaN value is not available in blueprints, we provide a flags array (false == NaN)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Save PFM Extended"), Category="Miscellaneous|Warp") static bool SavePFMEx ( const [FString](API\Runtime\Core\Containers\FString) & File, const int TexWidth, const int TexHeight, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & TilesValidityFlags )


className: UWarpUtilsBlueprintLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWarpUtilsBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FWarpUtilsModule

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


module: Water

code: void ClearAsyncInputs ( [UBuoyancyComponent](API\Plugins\Water\UBuoyancyComponent) * Component )


code: static [ABuoyancyManager](API\Plugins\Water\ABuoyancyManager) * Get ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() static bool GetBuoyancyComponentManager ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [ABuoyancyManager](API\Plugins\Water\ABuoyancyManager) *& Manager )


code: void OnCreatePhysics ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: void OnDestroyPhysics ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: void Register ( [UBuoyancyComponent](API\Plugins\Water\UBuoyancyComponent) * BuoyancyComponent )


code: void Unregister ( [UBuoyancyComponent](API\Plugins\Water\UBuoyancyComponent) * BuoyancyComponent )


code: void Update ( FPhysScene * PhysScene, float DeltaTime )


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


className: ABuoyancyManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ABuoyancyManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns true if this water actor is currently setup to modify the landscape :

code: virtual bool AffectsLandscape() const


description: Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterZoneActor :

code: virtual bool AffectsWaterMesh() const


description: Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterZoneActor :

code: virtual bool CanEverAffectWaterMesh() const


description: Removes all invalid references in the WaterBodyStaticMeshComponents list.


description: Add properties to the actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


description: Deprecated* Moved to WaterBodyComponent

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


description: Returns an ordered list of components to render in the actor brush render pass (e.g. USplineMeshComponents for rivers)

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


description: Returns the list of objects this actor depends on to render its brush (textures, materials...)

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


description: Deprecated* Moved to WaterBodyComponent

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


description: Deprecated* Moved to WaterBodyComponent

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


description: Deprecated


description: Deprecated* Moved to WaterBodyComponent


description: Returns the water body component

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< UWaterBodyStaticMeshComponent > > & GetWaterBodyStaticMeshComponents() const


description: Returns the type of body

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Water) virtual [EWaterBodyType](API\Plugins\Water\EWaterBodyType) GetWaterBodyType() const


description: Returns the curve settings for this water actor

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


description: Returns the landscape heightmap settings for this water actor

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


description: Returns water spline component

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


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


description: Deprecated* Moved to WaterBodyComponent

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


description: Deprecated* Moved to WaterBodyComponent

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


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


description: Initializes the water body by creating the respective component for this water body type.

code: virtual void InitializeBody()


description: Indicates whether this actor contributes to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: Deprecated* Moved to WaterBodyComponent

code: virtual bool IsIconVisible() const


description: Actor Interface

code: virtual void NotifyActorBeginOverlap ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


description: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

code: virtual void NotifyActorEndOverlap ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


description: Deprecated* Moved to WaterBodyComponent

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


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Populate the duplication seed when duplicating the actor for PIE. This allows objects to be remapped to existing objects rather than duplicating.

code: virtual void PopulatePIEDuplicationSeed ( [AActor::FDuplicationSeedInterface](API\Runtime\Engine\GameFramework\AActor\FDuplicationSeedInterface) & DupSeed )


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 an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Called before all the components in the Components array are registered, called both in editor and during gameplay

code: virtual void PreRegisterAllComponents()


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 right before components are initialized, only called during gameplay

code: virtual void PreInitializeComponents()


description: Sets the actor to be hidden in the game

code: virtual void SetActorHiddenInGame ( bool bNewHidden )


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: Changes bHiddenEdLayer flag and returns true if flag changed.

code: virtual bool SetIsHiddenEdLayer ( bool bIsHiddenEdLayer )


description: Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden )


description: Sets up a new list of water body static mesh components.

code: void SetWaterBodyStaticMeshComponents ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< UWaterBodyStaticMeshComponent >> NewComponentList, TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< UWaterBodyStaticMeshComponent >> ComponentsToUnregister )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Wave) void SetWaterWaves ( [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) * InWaterWaves )


code: void SetWaterWavesInternal ( [UWaterWavesBase](API\Plugins\Water\UWaterWavesBase) * InWaterWaves )


description: Unregister all currently registered components

code: virtual void UnregisterAllComponents ( bool bForReregister )


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


className: AWaterBody

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, HideCategories=(Tags, Activation, Cooking, Replication, Input, Actor, AssetUserData)) class AWaterBody : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IWaterBrushActorInterface](API\Plugins\Water\IWaterBrushActorInterface)

DilatedWaterInfoMeshComponent

type: TObjectPtr< UWa...

SplineComp

type: TObjectPtr<UWa...

description: The spline data attached to this water type.

WaterBodyIndex

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

WaterBodyStaticMeshComponents

type: TArray<TObject...

WaterBodyType

type: EWaterBodyType

WaterWaves

description: #todo_water: This should be moved to the component when component subobjects are supported


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


className: AWaterBodyCustom

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


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus)

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


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 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 after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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

code: virtual void PostEditUndo()


code: void UpdateOverlappingWaterBodies()


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


className: AWaterBodyExclusionVolume

description: WaterBodyExclusionVolume allows players not enter surface swimming when touching a water volume

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AWaterBodyExclusionVolume : public [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume)

ActorIcon

type: TObjectPtr< cla...

bExcludeAllOverlappingWaterBodies

description: If checked, all water bodies overlapping with this exclusion volumes will be affected.

WaterBodiesToExclude

description: List of water bodies that will be affected by this exclusion volume


description: Returns true if this water actor is currently setup to modify the landscape :

code: virtual bool AffectsLandscape() const


description: Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterZoneActor :

code: virtual bool AffectsWaterMesh() const


description: Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterZoneActor :

code: virtual bool CanEverAffectWaterMesh() const


description: Add properties to the actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


description: Returns the list of objects this actor depends on to render its brush (textures, materials...)

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


description: Returns the format of the render target used to render this actor in the water brush

code: virtual ETextureRenderTargetFormat GetBrushRenderTargetFormat() const


description: Returns the landscape weightmap settings, per layer, for this water actor

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


description: Returns the curve settings for this water actor

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


description: Returns the landscape heightmap settings for this water actor

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


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


description: Deprecated* Use OnWaterSplineDataChanged

code: void OnSplineDataChanged()


code: void OnWaterBodyIslandChanged ( const [FOnWaterBodyIslandChangedParams](API\Plugins\Water\FOnWaterBodyIslandChangedParams) & InParams )


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


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 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()


code: virtual void PostEditUndo()


code: virtual void PostLoad()


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: Deprecated* Use the version of this function takingFOnWaterBodyIslandChangedParamsin parameter

code: void UpdateAll()


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


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


className: AWaterBodyIsland

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class AWaterBodyIsland : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IWaterBrushActorInterface](API\Plugins\Water\IWaterBrushActorInterface)

ActorIcon

type: TObjectPtr<UBi...

SplineComp

description: The spline data attached to this water type.

WaterCurveSettings

type: FWaterCurveSett...

WaterHeightmapSettings

type: FWaterBodyHeigh...

WaterWeightmapSettings

type: TMap<FName,FW...


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


className: AWaterBodyLake

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


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


className: AWaterBodyOcean

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


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


className: AWaterBodyRiver

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


code: void AddWaterBodyComponent ( [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) * WaterBodyComponent )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateClassActorDesc() const


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


description: Execute a predicate function on each valid water body within the water zone. Predicate should return false for early exit.

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


description: Deprecated* Function renamed to GetDynamicWaterMeshCenter


code: uint32 GetVelocityBlurRadius() const


description: Deprecated* Function renamed to GetDynamicWaterMeshExtent


code: FVector2f GetWaterHeightExtents() const


code: const [UWaterMeshComponent](API\Plugins\Water\UWaterMeshComponent) * GetWaterMeshComponent() const


description: Deprecated* Function renamed to IsLocalTessellationEnabled.


code: void MarkForRebuild ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Flags )


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: Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

code: virtual void PostLoadSubobjects ( [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * OuterInstanceGraph )


code: void RemoveWaterBodyComponent ( [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) * WaterBodyComponent )


code: void SetRenderTargetResolution ( FIntPoint NewResolution )


code: void SetLocalTessellationCenter ( const FVector & NewCenter )


description: Deprecated* Function renamed to SetLocalTessellationCenter

code: void SetTessellatedWaterMeshCenter ( FVector NewCenter )


code: void SetZoneExtent ( FVector2D NewExtents )


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


className: AWaterZone

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

WaterInfoTexture

type: TObjectPtr<UTe...


className: EAsyncBuoyancyComponentDataType

code: enum EAsyncBuoyancyComponentDataType { AsyncBuoyancyInvalid, AsyncBuoyancyBase, AsyncBuoyancyVehicle, AsyncBuoyancyBoat, }


className: EBuoyancyEvent

code: enum EBuoyancyEvent { EnteredWaterBody, ExitedWaterBody, }


className: EWaterBodyQueryFlags

code: enum EWaterBodyQueryFlags { None = 0, ComputeLocation = (1 << 0), ComputeNormal = (1 << 1), ComputeVelocity = (1 << 2), ComputeDepth = (1 << 3), ComputeImmersionDepth = (1 << 4), IncludeWaves = (1 << 5), SimpleWaves = (1 << 6), IgnoreExclusionVolumes = (1 << 7), }


className: EWaterBodyStatus

code: enum EWaterBodyStatus { Valid, MissingWaterZone, MissingLandscape, InvalidWaveData, }


className: EWaterBodyType

code: enum EWaterBodyType { River, Lake, Ocean, Transition, Num, }


className: EWaterBrushBlendType

description: The blend mode changes how the brush material is applied to the terrain.

code: enum EWaterBrushBlendType { AlphaBlend, Min, Max, Additive, }


className: EWaterBrushFalloffMode

code: enum EWaterBrushFalloffMode { Angle, Width, }


className: EWaterMeshRenderGroupType

code: enum EWaterMeshRenderGroupType { RG_RenderWaterTiles = 0, }


className: EWaterZoneRebuildFlags

code: enum EWaterZoneRebuildFlags { None = 0, UpdateWaterInfoTexture = (1 << 1), UpdateWaterMesh = (1 << 2), All = (~0), }


className: EWaveSpectrumType

code: enum EWaveSpectrumType { Phillips, PiersonMoskowitz, JONSWAP, }


className: FBuoyancyAuxData

code: struct FBuoyancyAuxData

Pontoons

type: TArray<FSpheri...

SmoothedWorldTimeSeconds

type: float

WaterBodyComponents

type: TArray<UWaterB...


className: FBuoyancyComponentAsyncAux

description: Auxiliary, persistent data which the update can use.

code: struct FBuoyancyComponentAsyncAux

BuoyancyData

type: FBuoyancyData


code: virtual ~FBuoyancyComponentAsyncAux()


code: FBuoyancyComponentAsyncInput ( [EAsyncBuoyancyComponentDataType](API\Plugins\Water\EAsyncBuoyancyComponentDataType) InType )


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< struct [FBuoyancyComponentAsyncOutput](API\Plugins\Water\FBuoyancyComponentAsyncOutput) > PreSimulate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const float DeltaSeconds, const float TotalSeconds, [FBuoyancyComponentAsyncAux](API\Plugins\Water\FBuoyancyComponentAsyncAux) * Aux, const [TMap](API\Runtime\Core\Containers\TMap)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) >> & WaterBodyComponentData ) const


code: virtual ~FBuoyancyComponentAsyncInput()


className: FBuoyancyComponentAsyncInput

code: struct FBuoyancyComponentAsyncInput

BuoyancyComponent

type: constUBuoyancy...

Type

type: constEAsyncBuo...


code: FBuoyancyComponentAsyncOutput ( [EAsyncBuoyancyComponentDataType](API\Plugins\Water\EAsyncBuoyancyComponentDataType) InType )


className: FBuoyancyComponentAsyncOutput

code: struct FBuoyancyComponentAsyncOutput

bValid

type: bool


className: FBuoyancyComponentBaseAsyncAux

code: struct FBuoyancyComponentBaseAsyncAux : public [FBuoyancyComponentAsyncAux](API\Plugins\Water\FBuoyancyComponentAsyncAux)

AuxData

type: FBuoyancyAuxDat...


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< struct [FBuoyancyComponentAsyncOutput](API\Plugins\Water\FBuoyancyComponentAsyncOutput) > PreSimulate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const float DeltaSeconds, const float TotalSeconds, [FBuoyancyComponentAsyncAux](API\Plugins\Water\FBuoyancyComponentAsyncAux) * Aux, const [TMap](API\Runtime\Core\Containers\TMap)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) >> & WaterBodyComponentData ) const


code: FBuoyancyComponentBaseAsyncInput ( [EAsyncBuoyancyComponentDataType](API\Plugins\Water\EAsyncBuoyancyComponentDataType) InType )


className: FBuoyancyComponentBaseAsyncInput

code: struct FBuoyancyComponentBaseAsyncInput : public [FBuoyancyComponentAsyncInput](API\Plugins\Water\FBuoyancyComponentAsyncInput)


code: FBuoyancyComponentBaseAsyncOutput()


code: FBuoyancyComponentBaseAsyncOutput ( [EAsyncBuoyancyComponentDataType](API\Plugins\Water\EAsyncBuoyancyComponentDataType) InType )


className: FBuoyancyComponentBaseAsyncOutput

code: struct FBuoyancyComponentBaseAsyncOutput : public [FBuoyancyComponentAsyncOutput](API\Plugins\Water\FBuoyancyComponentAsyncOutput)

SimOutput

type: FBuoyancySimOut...


code: template<typename TBody> static void AddForce ( TBody * Body, const FVector & Force )


code: template<typename TBody> static void AddForceAtPositionWorld ( TBody * Body, const FVector & WorldForce, const FVector & WorldPosition )


code: template<typename TBody> static void AddTorque ( TBody * Body, const FVector & TorqueRadians )


code: template<typename TBody, typename TState> static void ApplyAngularDrag ( TBody * Body, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, const TState & State )


code: template<typename TBody, typename TState> static void ApplyLinearDrag ( TBody * Body, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, const TState & State )


code: template<typename TBody, typename TAux, typename TState> static void ApplyBuoyancy ( TBody * Body, TAux & Aux, const TState & State )


description: Computes torque to rotate the object downstream.

code: template<typename TBody, typename TState, typename TAux> static void ApplyTorqueForDownstreamAngularRotation ( const float DeltaSeconds, TBody * Body, TState & State, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, TAux & Aux )


code: template<typename TBody, typename TState, typename TAux> static void ApplyWaterForce ( TBody * Body, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, const TState & State, TAux & Aux, float DeltaSeconds )


code: static void ComputeBuoyancy ( const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & Pontoon, float ForwardSpeedKmh, float VelocityZ )


code: static FVector ComputeWaterForce ( [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & Pontoon, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, const FVector & BodyVelocity, float DeltaTime )


code: template<typename TBody> static FVector GetAngularVelocity ( const TBody * Body )


code: template<typename TBody> static FVector GetVelocity ( const TBody * Body )


code: static float GetWaterHeight ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) * > & WaterBodies, FVector Position, float InWaveReferenceTime, const [TMap](API\Runtime\Core\Containers\TMap)< const [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) *, float > & SplineKeyMap, float DefaultHeight, [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) *& OutWaterBody, float & OutWaterDepth, FVector & OutWaterPlaneLocation, FVector & OutWaterPlaneNormal, FVector & OutWaterSurfacePosition, FVector & OutWaterVelocity, int32 & OutWaterBodyIdx, bool bShouldIncludeWaves )


code: template<typename TBody> static FTransform GetWorldTM ( const TBody * Body )


code: template<typename TBody, typename TAux, typename TOut> static void Update ( const float DeltaSeconds, const float TotalSeconds, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, TBody * Body, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, TAux & Aux, const [TMap](API\Runtime\Core\Containers\TMap)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) >> & WaterBodyComponentData, TOut & Out )


code: template<typename TBody, typename TState, typename TAux> static void UpdateBuoyancy ( const TBody * Body, TState & State, const [FBuoyancyData](API\Plugins\Water\FBuoyancyData) & BuoyancyData, TAux & Aux, const [TMap](API\Runtime\Core\Containers\TMap)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FSolverSafeWaterBodyData](API\Plugins\Water\FSolverSafeWaterBodyData) >> & WaterBodyComponentData )


code: template<typename TBody, typename TState> static void UpdatePhysicsState ( const TBody * Body, TState & State )


className: FBuoyancyComponentSim

code: class FBuoyancyComponentSim


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


code: void ClearAsyncAux_External ( [Chaos::FUniqueIdx](API\Runtime\Chaos\Chaos\FUniqueIdx) UniqueIndex )


className: FBuoyancyData

AngularDragCoefficient

description: Coefficient for applying angular drag that resists the rotation of the object

bAllowCurrentWhenMovingFastUpstream

description: Apply the current when moving at high speeds upstream. Disable for vehicles to have more control

bAlwaysAllowLateralPush

description: Allow an object to be pushed laterally regardless of the forward movement speed through the river

bApplyDownstreamAngularRotation

description: Apply torque to align the object along the downstream direction of the river

bApplyRiverForces

description: Whether we should apply river forces such as downstream push and shore push

bCenterPontoonsOnCOM

description: If true, center pontoons around center of mass when using relative locations (not used when pontoon locations are specified via sockets)

BuoyancyCoefficient

description: Increases buoyant force applied on each pontoon.

BuoyancyDamp

description: Second Order Damping factor to scale damping based on Z velocity.

BuoyancyRampMax

description: Maximum value that buoyancy can ramp to (at or beyond max velocity).

BuoyancyRampMaxVelocity

description: Maximum velocity until which the buoyancy can ramp up.

BuoyancyRampMinVelocity

description: Minimum velocity to start applying a ramp to buoyancy.

DownstreamAxisOfRotation

type: FVector

description: The axis with respect to the object that the downstream angular rotation should be aligned

DownstreamMaxAcceleration

description: Maximum torque to apply per update for downstream rotation

DownstreamRotationAngularDamping

description: Damping of the spring used to align the object along the downstream direction

DownstreamRotationStiffness

description: Stiffness of the spring used to align the object along the downstream direction

DownstreamRotationStrength

description: Strength of the downstream angular rotation application

DragCoefficient

description: Coefficient for applying linear drag based on speed

description: Coefficient for applying linear drag based on the square of the speed

MaxBuoyantForce

description: Maximum buoyant force in the Up direction.

MaxDragSpeed

description: Max speed for which drag force is applied

MaxShorePushForce

description: Maximum push force that can be applied by riverths towards the center or edge.

MaxWaterForce

description: Maximum push force that can be applied by rivers.

RiverPontoonIndex

type: int

description: Pontoon to calculate water forces from.

RiverTraversalPathWidth

description: Path width along the inside of the river which the object should traverse

WaterShorePushFactor

description: Coefficient for nudging objects to shore in Rivers (for perf reasons).

WaterVelocityStrength

description: Coefficient for applying push force in rivers.


code: void CreateAsyncAux_External ( [Chaos::FUniqueIdx](API\Runtime\Chaos\Chaos\FUniqueIdx) UniqueIndex, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FBuoyancyComponentAsyncAux](API\Plugins\Water\FBuoyancyComponentAsyncAux) > && Aux )


description: Get a stat name to describe this callback in external profiling and STATS when Named events are enabled

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


className: FBuoyancyManagerAsyncCallback

code: class FBuoyancyManagerAsyncCallback : public [Chaos::TSimCallbackObject< FBuoyancyManagerAsyncInput, FBuoyancyManagerAsyncOutput >](API\Runtime\Chaos\Chaos\TSimCallbackObject)


description: Called before simulation step


className: FBuoyancyManagerAsyncInput

code: struct FBuoyancyManagerAsyncInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)

Inputs

type: TArray<TUnique...

WaterBodyComponentToSolverData

type: TMap<UWaterBod...

World

type: TWeakObjectPtr<...


className: FBuoyancyManagerAsyncOutput

code: struct FBuoyancyManagerAsyncOutput : public [Chaos::FSimCallbackOutput](API\Runtime\Chaos\Chaos\FSimCallbackOutput)


className: FBuoyancyPhysicsState

description: Frequently accessed runtime physical values.

code: struct FBuoyancyPhysicsState

Events

type: TArray< TPair< ...


code: FBuoyancySimOutput ( const [FBuoyancyPhysicsState](API\Plugins\Water\FBuoyancyPhysicsState) & State )


className: FBuoyancySimOutput

code: struct FBuoyancySimOutput


description: Called on game thread when view family is about to be rendered.

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

code: virtual void PreRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


code: FGerstnerWaterWaveViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FGerstnerWaterWaveViewExtension

code: class FGerstnerWaterWaveViewExtension : public [FWorldSceneViewExtension](API\Runtime\Engine\FWorldSceneViewExtension)

WaveGPUData

type: TSharedRef<FWa...


description: Manually call Recompute to recomputeFGerstnerWave's internals after one of its properties has changed :

code: Recompute()


className: FGerstnerWave

description: Raw wave parameters for one gerstner wave


className: FOnCameraUnderwaterStateChanged

code: class FOnCameraUnderwaterStateChanged


className: FOnPontoonEnteredWater

code: class FOnPontoonEnteredWater


className: FOnPontoonExitedWater

code: class FOnPontoonExitedWater


className: FOnWaterBodyChangedParams

code: struct FOnWaterBodyChangedParams

bShapeOrPositionChanged

description: Indicates that property related to the water body's visual shape has changed

bUserTriggered

description: Indicates user initiated Parameter change

bWeightmapSettingsChanged

description: Indicates that a property affecting the terrain weightmaps has changed

PropertyChangedEvent

type: FPropertyChange...

description: Provides some additional context about how the water body data has changed (property, type of change...)


code: FOnWaterBodyIslandChangedParams ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & InPropertyChangedEvent )


className: FOnWaterBodyIslandChangedParams

code: struct FOnWaterBodyIslandChangedParams

bShapeOrPositionChanged

description: Indicates that property related to the water body island's visual shape has changed

bUserTriggered

description: Indicates user initiated change

description: Provides some additional context about how the water body island data has changed (property, type of change...)


className: FOnWaterSplineDataChanged

code: typedef TMulticastDelegate_OneParam< void, const [FOnWaterSplineDataChangedParams](API\Plugins\Water\FOnWaterSplineDataChangedParams) & > FOnWaterSplineDataChanged


className: FOnWaterScalabilityChanged

code: class FOnWaterScalabilityChanged


code: FOnWaterSplineDataChangedParams ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & InPropertyChangedEvent )


className: FOnWaterSplineDataChangedParams

code: struct FOnWaterSplineDataChangedParams

description: Indicates user initiated change

PropertyChangedEvent

description: Provides some additional context about how the water brush actor data has changed (property, type of change...)


code: FOnWaterSplineMetadataChangedParams ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & InPropertyChangedEvent )


className: FOnWaterSplineMetadataChangedParams

bUserTriggered

description: Indicates user initiated change

WaterSplineMetadata

type: UWaterSplineMet...


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


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

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


code: float GetWaterVelocityAtSplineInputKey ( float InKey ) const


code: float GetSimpleWaveOffsetAtPosition ( const [FGerstnerWave](API\Plugins\Water\FGerstnerWave) & InParams, const FVector & InPosition, float InTime ) const


code: FVector GetWaterVelocityVectorAtSplineInputKey ( float InKey ) const


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

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


code: 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, float InWaveReferenceTime, bool bInSimpleWaves, [FWaveInfo](API\Plugins\Water\FWaveInfo) & InOutWaveInfo ) const


code: FVector GetWaveOffsetAtPosition ( const [FGerstnerWave](API\Plugins\Water\FGerstnerWave) & InWaveParams, const FVector & InPosition, float InTime, FVector & OutNormal, float & OutOffset1D ) const


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


code: bool WaterBodyTypeSupportsWaves() const


code: FSolverSafeWaterBodyData ( [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) * WaterBodyComponent )


className: FSolverSafeWaterBodyData

code: struct FSolverSafeWaterBodyData

LandscapeCollisionComponents

type: TArray<UPrimit...

MaxWaveHeight

type: float

WaterBodyType

type: EWaterBodyType

WaterSpline

type: FWaterSplineDat...

type: FWaterSplineMet...

WaveParams

type: TArray<FGerstn...

World

type: UWorld*


code: void CopyDataFromPT ( const [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & PTPontoon )


description: CenterSocket = GTPontoon.CenterSocket; RelativeLocation = GTPontoon.RelativeLocation; Radius = GTPontoon.Radius; Offset = GTPontoon.Offset; PontoonCoefficient = GTPontoon.PontoonCoefficient; SocketTransform = GTPontoon.SocketTransform; bEnabled = GTPontoon.bEnabled; bUseCenterSocket = GTPontoon.bUseCenterSocket;

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


className: FSphericalPontoon

bEnabled

type: uint8:  1

bFXEnabled

type: bool

description: Should this pontoon be considered as a candidate location for visual/audio effects upon entering water for burst cues? To be implemented by user

CenterSocket

type: FName

description: The socket to center this pontoon on. Also used as the name of the pontoon for effects

CurrentWaterBodyComponent

type: TObjectPtr<UWa...

Radius

description: The radius of the pontoon

RelativeLocation

description: Relative Location of pontoon WRT parent actor. Overridden by Center Socket.

SocketRotation

type: FQuat

SocketTransform

type: FTransform

SolverSplineInputKeys

type: TMap< constFSo...

SolverWaterBody

type: FSolverSafeWate...

SplineInputKeys

type: TMap< constUWa...


className: FUnderwaterPostProcessSettings

BlendRadius

description: World space radius around the volume that is used for blending (only if not unbound).

BlendWeight

description: 0:no effect, 1:full effect

PostProcessSettings

type: FPostProcessSet...

description: List of all post-process settings to use when underwater : note : use UnderwaterPostProcessMaterial for setting the actual post process material.


code: virtual bool EncompassesPoint ( FVector Point, float SphereRadius, float * OutDistanceToPoint )


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


code: virtual [FPostProcessVolumeProperties](API\Runtime\Engine\Interfaces\FPostProcessVolumeProperties) GetProperties() const


className: FUnderwaterPostProcessVolume

code: struct FUnderwaterPostProcessVolume : public [IInterface_PostProcessVolume](API\Runtime\Engine\Interfaces\IInterface_PostProcessVolume)

PostProcessProperties

type: FPostProcessVol...


className: FWaterBodyHeightmapSettings

BlendMode

type: EWaterBrushBlen...

Effects

type: FWaterBrushEffe...

FalloffSettings

type: FWaterFalloffSe...


description: Execute a predicate function on each valid water body. Predicate should return false for early exit.

code: void ForEachWaterBodyComponent ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *)> Pred ) const


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


description: Returns the maximum of all MaxWaveHeight :

code: float GetGlobalMaxWaveHeight() const


code: void Initialize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Unregister any water body upon removal to the world

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


description: Recomputes wave-related data whenever it changes on one of water bodies.

code: void RequestWaveDataRebuild()


className: FWaterBodyManager

code: class FWaterBodyManager


code: const [TOptional](API\Runtime\Core\IO\TOptional)< float > & GetSplineInputKey() const


code: const FVector & GetVelocity() const


code: const FVector & GetWaterPlaneNormal() const


code: const FVector & GetWaterPlaneLocation() const


code: const FVector & GetWaterSurfaceLocation() const


code: const FVector & GetWaterSurfaceNormal() const


code: const [FWaveInfo](API\Plugins\Water\FWaveInfo) & GetWaveInfo() const


code: float LazilyComputeSplineKey ( const [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) & InWaterBodyComponent, const FVector & InWorldLocation )


code: float LazilyComputeSplineKey ( const [FWaterSplineDataPhysics](API\Plugins\Water\FWaterSplineDataPhysics) & InWaterSpline, const FVector & InWorldLocation )


code: void SetImmersionDepth ( float InValue )


code: void SetIsInExclusionVolume ( bool bInValue )


code: void SetQueryFlags ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) InFlags )


code: void SetVelocity ( const FVector & InValue )


code: void SetWaterPlaneLocation ( const FVector & InValue )


code: void SetWaterPlaneNormal ( const FVector & InValue )


code: void SetWaterSurfaceDepth ( float InValue )


code: void SetWaterSurfaceLocation ( const FVector & InValue )


code: void SetWaterSurfaceNormal ( const FVector & InValue )


code: void SetWaveInfo ( const [FWaveInfo](API\Plugins\Water\FWaveInfo) & InValue )


code: FWaterBodyQueryResult ( const [TOptional](API\Runtime\Core\IO\TOptional)< float > & InSplineInputKey )


className: FWaterBodyQueryResult

description: Struct holding the result from water queries :

code: struct FWaterBodyQueryResult


className: FWaterBodyRenderData

description: Render data per water body

code: struct FWaterBodyRenderData

Material

type: UMaterialInterf...

description: The standard material to be used for this water body

Priority

description: Render priority. If two water bodies overlap, this will decide which water body is used for a tile

RiverToLakeMaterial

description: Transition materials (Only set up for river water bodies)

SurfaceBaseHeight

type: double

description: World Z position of the waterbody, this is where the tiles for this water body will be rendered

WaterBodyIndex

description: Offset into the wave data buffer on GPU

WaterBodyType

description: Water body type. River, Lake or Ocean, defaults to an invalid type


code: bool operator== ( const [FWaterBodyRenderData](API\Plugins\Water\FWaterBodyRenderData) & Other ) const


className: FWaterBodyStaticMeshSettings

bEnableWaterBodyStaticMesh

description: If enabled, the water body will generate static meshes to use outside of the dynamic mesh generated by the water zone.

bSectionWaterBodyStaticMesh

description: If enabled, the water body static mesh will be split into separate meshes to allow them to stream in and out as needed to save memory.

SectionSize

description: The size of each section tile if sectioning is enabled.


className: FWaterBodyWeightmapSettings

EdgeOffset

type: float

ModulationTexture

type: TObjectPtr<UTe...


className: FWaterBrushEffectCurlNoise


className: FWaterBrushEffectCurves

bUseCurveChannel

type: bool

ElevationCurveAsset

type: TObjectPtr<UCu...


className: FWaterBrushEffectDisplacement

Channel

type: FLinearColor


className: FWaterBrushEffects


className: FWaterBrushEffectSmoothBlending


className: FWaterBrushEffectTerracing


className: FWaterCurveSettings


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, WaterBodyRefactor, MoveTerrainCarvingSettingsToWater, MoveBrushMaterialsToWaterBrushManager, UpdateBuoyancyComponentPontoonsData, MoveJumpFloodMaterialsToWaterBrushManager, FixupUnserializedGerstnerWaves, MoveWaterMPCParamsToWaterMesh, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: FWaterCustomVersion

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

code: struct FWaterCustomVersion


className: FWaterFalloffSettings

FalloffMode

type: EWaterBrushFall...


description: Ensures a billboard component is created and added to the actor's components.

code: template<typename ActorType> static [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * EnsureSpriteComponentCreated ( ActorType * Actor, const TCHAR * InIconTextureName )


className: FWaterIconHelper

code: struct FWaterIconHelper


description: Updates the texture/scale/position of the actor's billboard component, if any

code: static void UpdateSpriteComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: FWaterMeshIndexBuffer ( int32 InNumQuadsPerSide )


className: FWaterMeshIndexBuffer

code: class FWaterMeshIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: void OnTessellatedWaterMeshBoundsChanged_GameThread ( const FBox2D & InTessellatedWaterMeshBounds )


className: WaterInstanceDataBuffersType

code: typedef [TWaterInstanceDataBuffers](API\Plugins\Water\TWaterInstanceDataBuffers)< WITH_WATER_SELECTION_SUPPORT > WaterInstanceDataBuffersType


className: WaterVertexFactoryType

description: At runtime, we only ever need one version of the vertex factory : with selection support (editor) or without :

code: typedef [TWaterVertexFactory](API\Plugins\Water\TWaterVertexFactory)< WITH_WATER_SELECTION_SUPPORT > WaterVertexFactoryType


className: FWaterMeshSceneProxy

description: Water mesh scene proxy

code: class FWaterMeshSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: FWaterMeshVertexBuffer ( int32 InNumQuadsPerSide )


className: FWaterMeshVertexBuffer

code: class FWaterMeshVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: Add an automatically generated mesh (8 quads) skirt around the main water quadtree which extends out InFarDistanceMeshExtent, is placed at Z value InFarDistanceMeshHeight and is rendered using InFarMeshMaterial

code: void AddFarMesh ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InFarMeshMaterial, double InFarDistanceMeshExtent, double InFarDistanceMeshHeight )


description: Add Lake by giving a closed spline that represents the lake

code: void AddLake ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InPoly, const FBox & InLakeBounds, uint32 InWaterBodyIndex )


description: Add Ocean by giving a closed spline that represents the land mass for this ocean.

code: void AddOcean ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InPoly, const FBox & InOceanBounds, uint32 InWaterBodyIndex )


description: Add water body render data to this tree. Returns the index in the array. Use this index to add tiles with this water body to the tree, see AddWaterTilesInsideBounds(..)

code: uint32 AddWaterBodyRenderData ( const [FWaterBodyRenderData](API\Plugins\Water\FWaterBodyRenderData) & InWaterBodyRenderData )


description: Add tiles that intersect InBounds recursively from the root node. Tree must be unlocked. Typically called on Game Thread

code: void AddWaterTilesInsideBounds ( const FBox & InBounds, uint32 InWaterBodyIndex )


description: Assign an index to each material

code: void BuildMaterialIndices()


description: Build the instance data needed to render the water tiles from a given point of view. Typically called on Render Thread for rendering

code: void BuildWaterTileInstanceData ( const [FTraversalDesc](API\Plugins\Water\FWaterQuadTree\FTraversalDesc) & InTraversalDesc, [FTraversalOutput](API\Plugins\Water\FWaterQuadTree\FTraversalOutput) & Output ) const


className: FStagingInstanceData

code: struct FStagingInstanceData


className: FTraversalOutput

description: Output of the quadtree when asking to traverse it for visible water tiles

code: struct FTraversalOutput

BucketInstanceCounts

type: TArray< int32 >

InstanceCount

description: Number of added instances

StagingInstanceData

type: TArray<FStagin...

description: This is the raw data that will be bound for the draw call through a buffer.


description: Total memory dynamically allocated by this object

code: uint32 GetAllocatedSize() const


description: Get bounds of the root node if there is one, otherwise some default box

code: FBox GetBounds() const


description: Get cached leaf world size of one side of the tile (same applies for X and Y)

code: float GetLeafSize() const


description: Calculate the world distance to a LOD

code: static float GetLODDistance ( int32 InLODLevel, float InLODScale )


description: Number of maximum leaf nodes on one side, same applies for X and Y. (Maximum number of total leaf nodes in this tree is LeafSideCount*LeafSideCount)

code: int32 GetMaxLeafCount() const


className: FTraversalDesc

code: struct FTraversalDesc

DebugPDI

type: FPrimitiveDrawI...

DebugShowTile

description: Debug.

Frustum

type: FConvexVolume

ObserverPosition

type: FVector


description: Return the 2D region containing water tiles. Tiles can not be generated outside of this region

code: FBox2D GetTileRegion() const


description: Total node count in the tree, including inner nodes, root node and leaf nodes

code: int32 GetNodeCount() const


description: Max depth of the tree

code: int32 GetTreeDepth() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * > & GetWaterMaterials() const


description: Initialize the tree. This will unlock the tree for node insertion using AddWaterTilesInsideBounds(...). Tree must be locked before traversal, seeLock().

code: void InitTree ( const FBox2D & InBounds, float InTileSize, FIntPoint InExtentInTiles )


code: enum { INVALID_PARENT = 0xFFFFFFF }


className: NumStreams

code: static constexpr int32 NumStreams = WITH_WATER_SELECTION_SUPPORT ? 3 : 2;


description: Bilinear interpolation between four neighboring base height samples around InWorldLocationXY. The samples are done on the leaf node grid resolution. Returns true if all 4 samples were taken in valid nodes

code: bool QueryInterpolatedTileBaseHeightAtLocation ( const FVector2D & InWorldLocationXY, float & OutHeight ) const


description: Walks down the tree and returns the tile height at InWorldLocationXY in OutWorldHeight. Returns true if the query hits an exact solution (either leaf tile or a complete subtree parent), otherwise false.

code: bool QueryTileBaseHeightAtLocation ( const FVector2D & InWorldLocationXY, float & OutWorldHeight ) const


description: Walks down the tree and returns the tile bounds at InWorldLocationXY in OutWorldBounds. Returns true if the query finds a leaf tile to return, otherwise false.

code: bool QueryTileBoundsAtLocation ( const FVector2D & InWorldLocationXY, FBox & OutWorldBounds ) const


description: Unlock to make it read-only. This will optionally prune the node array to remove redundant nodes, nodes that can be implicitly traversed

code: void Unlock ( bool bPruneRedundantNodes )


className: FWaterQuadTree

code: struct FWaterQuadTree


className: FWaterSplineCurveDefaults


code: float FindInputKeyClosestToWorldLocation ( const FVector & WorldLocation ) const


code: FVector GetDirectionAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: FVector GetLocationAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: FQuat GetQuaternionAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: FVector GetUpVectorAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: [FWaterSplineDataPhysics](API\Plugins\Water\FWaterSplineDataPhysics) & operator= ( const [UWaterSplineComponent](API\Plugins\Water\UWaterSplineComponent) * WaterSplineComponent )


code: FWaterSplineDataPhysics ( [UWaterSplineComponent](API\Plugins\Water\UWaterSplineComponent) * WaterSplineComponent )


className: FWaterSplineDataPhysics

code: struct FWaterSplineDataPhysics

ComponentTransform

type: FTransform

SplineCurves

type: FSplineCurves


className: FWaterSplineMetadataPhysics

code: struct FWaterSplineMetadataPhysics

Depth

type: FInterpCurveFlo...


code: [FWaterSplineMetadataPhysics](API\Plugins\Water\FWaterSplineMetadataPhysics) & operator= ( const [UWaterSplineMetadata](API\Plugins\Water\UWaterSplineMetadata) * Metadata )


description:
Creates a transientUMaterialInstanceDynamicout of the material interface in input or returns the existing one if it's compatible (same parent material)
a compatible transient MID if InMaterialInterface is valid, nullptr otherwise

code: static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetOrCreateTransientMID ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMID, [FName](API\Runtime\Core\UObject\FName) InMIDName, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, EObjectFlags InAdditionalObjectFlags )


description:
Creates a transient render target of the proper size/format/... or returns the existing one if it's compatible. InRenderTarget is read-only so it's up to the caller to decide to update or not the RT. Usually, the calling code will be : RT =FWaterUtils::GetOrCreateTransientRenderTarget2D(RT, ...)
a compatible transient render target if InMaterialInterface is size/format/... is valid, nullptr otherwise

code: static [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetOrCreateTransientRenderTarget2D ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [FName](API\Runtime\Core\UObject\FName) InRenderTargetName, const FIntPoint & InSize, ETextureRenderTargetFormat InFormat, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InClearColor, bool bInAutoGenerateMipMaps )


code: static float GetWaterMaxFlowVelocity ( bool bIsRenderThread )


code: static bool IsWaterEnabled ( bool bIsRenderThread )


code: static FVector4f PackFlowData ( float VelocityMagnitude, float DirectionAngle )


code: static bool IsWaterMeshEnabled ( bool bIsRenderThread )


code: static bool IsWaterMeshRenderingEnabled ( bool bIsRenderThread )


code: static [FGuid](API\Runtime\Core\Misc\FGuid) StringToGuid ( const [FString](API\Runtime\Core\Containers\FString) & InStr )


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FWaterVertexFactoryParameters](API\Plugins\Water\FWaterVertexFactoryParameters) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FWaterVertexFactoryParameters

code: class FWaterVertexFactoryParameters

bRenderSelected

type: TShaderParamete...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FWaterVertexFactoryRaytracingParameters](API\Plugins\Water\FWaterVertexFactoryRaytracingPar-_1) & InContents, EUniformBufferUsage InUsage )


className: FWaterVertexFactoryRaytracingParameters

VertexBuffer

type: TShaderResource...


description: FSceneViewExtensionBaseimplementation :

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


code: void MarkWaterInfoTextureForRebuild ( const UE::WaterInfo::FRenderingContext & RenderContext )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view family.

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


code: FWaterViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FWaterViewExtension

code: class FWaterViewExtension : public [FWorldSceneViewExtension](API\Runtime\Engine\FWorldSceneViewExtension)


className: FWaveGPUResources

code: struct FWaveGPUResources

DataBuffer

type: FBufferRHIRef

DataSRV

type: FShaderResource...


className: Type

code: typedef class FWaterZoneActorDesc Type


className: FWaveInfo

description: Struct holding wave computation result :

code: struct FWaveInfo

AttenuationFactor

type: float

description: Factor between 0 and 1 to dampen the waves (e.g. near the shore, based on a mask, etc.)

Height

description: Current wave amplitude at this location (includes AttenuationFactor dampening)

MaxHeight

description: Maximum wave amplitude at this location (includes AttenuationFactor dampening)

Normal

description: Current wave normal at this location (includes AttenuationFactor dampening)

ReferenceTime

description: Time that has been used in the wave computation


code: template<> struct FWorldPartitionActorDescType< AWaterZone >


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FWaterVertexFactoryParameters](API\Plugins\Water\FWaterVertexFactoryParameters) * DummyPtr )


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FWaterVertexFactoryRaytracingParameters](API\Plugins\Water\FWaterVertexFactoryRaytracingPar-_1) * DummyPtr )


className: GetWaterVertexFactoryType

code: const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetWaterVertexFactoryType ( bool bWithWaterSelectionSupport )


className: IsWaterEnabled

code: bool IsWaterEnabled ( bool bIsRenderThread )


description: Returns true if this water actor is currently setup to modify the landscape :

code: bool AffectsLandscape&40;&41; const


description: Returns true if this water actor is currently affecting (i.e. being rendered by) a AWaterZoneActor :

code: bool AffectsWaterMesh&40;&41; const


description: Returns true if this water actor could potentially be affecting (i.e. being rendered by) a AWaterZoneActor :


description: Returns an ordered list of components to render in the actor brush render pass (e.g. USplineMeshComponents for rivers)

code: virtual TArray< UPrimitiveComponent &42; > GetBrushRenderableComponents&40;&41; const


description: Returns the format of the render target used to render this actor in the water brush


description: Returns the list of objects this actor depends on to render its brush (textures, materials...)

code: void GetBrushRenderDependencies &40; TSet< UObject &42; > & OutDependencies &41; const


description: Returns the landscape weightmap settings, per layer, for this water actor

code: const TMap< FName, FWaterBodyWeightmapSettings > & GetLayerWeightmapSettings&40;&41; const


description: Returns the curve settings for this water actor

code: const FWaterCurveSettings & GetWaterCurveSettings&40;&41; const


description: Returns the landscape heightmap settings for this water actor

code: const FWaterBodyHeightmapSettings & GetWaterHeightmapSettings&40;&41; const


className: IWaterBrushActorInterface

description: Interface implemented by actors which can affect the water brush

code: class IWaterBrushActorInterface


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


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


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


className: IWaterEditorServices

code: class IWaterEditorServices


code: [IWaterEditorServices](API\Plugins\Water\IWaterEditorServices) * GetWaterEditorServices() const


code: void SetWaterEditorServices ( [IWaterEditorServices](API\Plugins\Water\IWaterEditorServices) * InWaterEditorServices )


className: IWaterModuleInterface

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


className: operator&

code: constexpr [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) operator& ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Lhs, [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Rhs )


code: constexpr [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) operator& ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Lhs, [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Rhs )


className: operator&=

code: [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) & operator&= ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) & Lhs, [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Rhs )


code: [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) & operator&= ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) & Lhs, [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Rhs )


className: operator~

code: constexpr [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) operator~ ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) E )


code: constexpr [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) operator~ ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) E )


className: operator^

code: constexpr [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) operator^ ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Lhs, [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Rhs )


code: constexpr [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) operator^ ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Lhs, [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Rhs )


className: operator^=

code: [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) & operator^= ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) & Lhs, [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) Rhs )


code: [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) & operator^= ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) & Lhs, [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EWaterBodyQueryFlags](API\Plugins\Water\EWaterBodyQueryFlags) E )


code: constexpr bool operator! ( [EWaterZoneRebuildFlags](API\Plugins\Water\EWaterZoneRebuildFlags) E )


code: FBufferRHIRef GetBuffer ( int32 InBufferID ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector4f > GetBufferMemory ( int32 InBufferID ) const


code: void Lock ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, int32 InInstanceCount )


code: TArrayView< FVector4f > Lock &40; FRHICommandListBase & RHICmdList, int32 InInstanceCount, int32 InBufferID &41;


code: void Unlock ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: NumBuffers

code: static constexpr int32 NumBuffers = bWithWaterSelectionSupport ? 3 : 2;


code: void Unlock &40; FRHICommandListBase & RHICmdList, int32 InBufferID &41;


code: TWaterInstanceDataBuffers ( int32 InInstanceCount )


className: TWaterInstanceDataBuffers

code: template<bool bWithWaterSelectionSupport> class TWaterInstanceDataBuffers


className: TWaterMeshUserData

description: Water user data provided toFMeshBatchElement(s)

code: template<bool bWithWaterSelectionSupport> struct TWaterMeshUserData

InstanceDataBuffers

type: constTWaterIns...

RenderGroupType

type: EWaterMeshRende...


code: const [WaterMeshUserDataType](API\Plugins\Water\TWaterMeshUserDataBuffers\WaterMeshUserDataType) * GetUserData ( [EWaterMeshRenderGroupType](API\Plugins\Water\EWaterMeshRenderGroupType) InRenderGroupType )


className: WaterMeshUserDataType

code: typedef [TWaterMeshUserData](API\Plugins\Water\TWaterMeshUserData)< bWithWaterSelectionSupport > WaterMeshUserDataType


code: TWaterMeshUserDataBuffers ( const [TWaterInstanceDataBuffers](API\Plugins\Water\TWaterInstanceDataBuffers)< bWithWaterSelectionSupport > * InInstanceDataBuffers )


code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


className: TWaterMeshUserDataBuffers

description: List of per-"water render group" user data buffers :

code: template<bool bWithWaterSelectionSupport> struct TWaterMeshUserDataBuffers

UserData

type: TStaticArray<T...


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


code: template<> virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


code: const FUniformBufferRHIRef GetWaterVertexFactoryUniformBuffer ( [EWaterMeshRenderGroupType](API\Plugins\Water\EWaterMeshRenderGroupType) InRenderGroupType ) const


description: Constructs render resources for this vertex factory.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: static void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


className: NumRenderGroups

code: static constexpr int32 NumRenderGroups = bWithWaterSelectionSupport ? 3 : 1;


className: NumAdditionalVertexStreams

code: static constexpr int32 NumAdditionalVertexStreams = TWaterInstanceDataBuffers<bWithWaterSelectionSupport>::NumBuffers;


description: Should we cache the material's shader type on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


description: Release render resources for this vertex factory.

code: virtual void ReleaseRHI()


code: static void ValidateCompiledResult ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * Type, EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutErrors )


code: TWaterVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, int32 InNumQuadsPerSide, float InLODScale )


className: TWaterVertexFactory

code: template<bool bWithWaterSelectionSupport> class TWaterVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

IndexBuffer

type: FWaterMeshIndex...

VertexBuffer

type: FWaterMeshVerte...


code: void AddCustomPontoon ( float Radius, [FName](API\Runtime\Core\UObject\FName) CenterSocketName )


code: virtual void ApplyForces ( float DeltaTime, FVector LinearVelocity, float ForwardSpeed, float ForwardSpeedKmh, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


code: virtual void ApplyBuoyancy ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


code: FVector ComputeAngularDragTorque ( const FVector & AngularVelocity ) const


code: void ComputeBuoyancy ( [FSphericalPontoon](API\Plugins\Water\FSphericalPontoon) & Pontoon, float ForwardSpeedKmh )


code: FVector ComputeLinearDragForce ( const FVector & PhyiscsVelocity ) const


code: FVector ComputeWaterForce ( const float DeltaTime, const FVector LinearVelocity ) const


code: void AddCustomPontoon ( float Radius, const FVector & RelativeLocation )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FBuoyancyComponentAsyncAux](API\Plugins\Water\FBuoyancyComponentAsyncAux) > CreateAsyncAux() const


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: void EnteredWaterBody ( [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) * WaterBodyComponent )


className: FAsyncOutputWrapper

code: struct FAsyncOutputWrapper


code: void FinalizeSimCallbackData ( [FBuoyancyManagerAsyncInput](API\Plugins\Water\FBuoyancyManagerAsyncInput) & Input )


code: void GameThread_ProcessIntermediateAsyncOutput ( const [FBuoyancyManagerAsyncOutput](API\Plugins\Water\FBuoyancyManagerAsyncOutput) & AsyncOutput )


code: virtual void GameThread_ProcessIntermediateAsyncOutput ( const [FBuoyancyComponentAsyncOutput](API\Plugins\Water\FBuoyancyComponentAsyncOutput) & Output )


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) > > & GetCurrentWaterBodyComponents()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Buoyancy) void GetLastWaterSurfaceInfo ( FVector & OutWaterPlaneLocation, FVector & OutWaterPlaneNormal, FVector & OutWaterSurfacePosition, float & OutWaterDepth, int32 & OutWaterBodyIdx, FVector & OutWaterVelocity )


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 )


code: float GetWaterHeight ( FVector Position, const [TMap](API\Runtime\Core\Containers\TMap)< const [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, float > & SplineKeyMap, float DefaultHeight, bool bShouldIncludeWaves )


code: float GetWaterHeight ( FVector Position, const [TMap](API\Runtime\Core\Containers\TMap)< const [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, float > & SplineKeyMap, float DefaultHeight, [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *& OutWaterBodyComponent, float & OutWaterDepth, FVector & OutWaterPlaneLocation, FVector & OutWaterPlaneNormal, FVector & OutWaterSurfacePosition, FVector & OutWaterVelocity, int32 & OutWaterBodyIdx, bool bShouldIncludeWaves )


code: void GetWaterSplineKey ( FVector Location, [TMap](API\Runtime\Core\Containers\TMap)< const [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, float > & OutMap, [TMap](API\Runtime\Core\Containers\TMap)< const [UWaterBodyComponent](API\Plugins\Water\UWaterBodyComponent) *, float > & OutSegmentMap ) const


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