// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NiagaraDataInterface.h" #include "NiagaraDataInterfaceWater.generated.h" #define UE_API WATER_API class UWaterBodyComponent; UCLASS(MinimalAPI, EditInlineNew, Category = "Water", meta = (DisplayName = "Water")) class UNiagaraDataInterfaceWater : public UNiagaraDataInterface { GENERATED_BODY() public: UE_API virtual void PostInitProperties() override; virtual bool CanBeInCluster() const override { return false; } // Note: Due to BP functionality we can change a UObject property on this DI we can not put into a cluster /** UNiagaraDataInterface interface */ UE_API virtual void GetVMExternalFunction(const FVMExternalFunctionBindingInfo& BindingInfo, void* InstanceData, FVMExternalFunction &OutFunc) override; UE_API virtual bool Equals(const UNiagaraDataInterface* Other) const override; UE_API virtual bool CopyToInternal(UNiagaraDataInterface* Destination) const override; UE_API virtual int32 PerInstanceDataSize() const override; UE_API virtual bool InitPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override; UE_API virtual void DestroyPerInstanceData(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance) override; UE_API virtual bool PerInstanceTick(void* PerInstanceData, FNiagaraSystemInstance* SystemInstance, float DeltaSeconds) override; virtual bool HasPreSimulateTick() const override { return true; } virtual bool CanExecuteOnTarget(ENiagaraSimTarget Target) const override { return Target == ENiagaraSimTarget::CPUSim; } #if WITH_EDITORONLY_DATA UE_API virtual bool UpgradeFunctionCall(FNiagaraFunctionSignature& FunctionSignature) override; #endif #if WITH_NIAGARA_DEBUGGER UE_API virtual void DrawDebugHud(FNDIDrawDebugHudContext& DebugHudContext) const override; #endif UE_API void GetWaterDataAtPoint(FVectorVMExternalFunctionContext& Context); UE_API void GetWaveParamLookupTableOffset(FVectorVMExternalFunctionContext& Context); /** Sets the current water body to be used by this data interface */ UE_API void SetWaterBodyComponent(UWaterBodyComponent* InWaterBodyComponent); protected: #if WITH_EDITORONLY_DATA UE_API virtual void GetFunctionsInternal(TArray& OutFunctions) const override; #endif private: UPROPERTY(EditAnywhere, Category = "Water") bool bFindWaterBodyOnSpawn = false; /** When enabled the owning system instance position will be used to sample the depth of the water. */ UPROPERTY(EditAnywhere, Category = "Water") bool bEvaluateSystemDepth = true; /** If bEvaluateSystemDepth is enabled the depth will be updated each frame. */ UPROPERTY(EditAnywhere, Category = "Water", meta = (EditCondition = "bEvaluateSystemDepth")) bool bEvaluateSystemDepthPerFrame = true; UPROPERTY(EditAnywhere, Category = "Water", meta = (DisplayName = "Source Actor Or Component", AllowedClasses = "/Script/Engine.WaterBodyComponent,/Script/Engine.Actor")) TSoftObjectPtr SourceBodyComponent; uint32 SourceBodyChangeId = 0; }; #undef UE_API