45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/PrimitiveComponent.h"
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#include "LakeCollisionComponent.generated.h"
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#define UE_API WATER_API
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UCLASS(MinimalAPI, ClassGroup = (Custom))
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class ULakeCollisionComponent : public UPrimitiveComponent
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{
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friend class FLakeCollisionSceneProxy;
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GENERATED_UCLASS_BODY()
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public:
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UE_API void UpdateCollision(FVector InBoxExtent, bool bSplinePointsChanged);
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virtual bool IsZeroExtent() const override { return BoxExtent.IsZero(); }
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UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const;
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UE_API virtual UBodySetup* GetBodySetup() override;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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// The scene proxy is only for debug purposes :
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UE_API virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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/** Collects custom navigable geometry of component.
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* Substract the MaxWaveHeight to the Lake collision so nav mesh geometry is exported a ground level
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* @return true if regular navigable geometry exporting should be run as well */
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UE_API virtual bool DoCustomNavigableGeometryExport(FNavigableGeometryExport& GeomExport) const override;
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protected:
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UE_API void UpdateBodySetup();
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UE_API void CreateLakeBodySetupIfNeeded();
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private:
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UPROPERTY(NonPIEDuplicateTransient)
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TObjectPtr<class UBodySetup> CachedBodySetup;
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UPROPERTY()
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FVector BoxExtent;
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};
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#undef UE_API
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