26 lines
1.1 KiB
C++
26 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "NiagaraWaterFunctionLibrary.generated.h"
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class UNiagaraComponent;
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class AWaterBody;
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class UWaterBodyComponent;
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UCLASS(MinimalAPI)
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class UNiagaraWaterFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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/** Sets the water body on the Niagra water data interface on a Niagara particle system*/
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UE_DEPRECATED(all, "Use SetWaterBodyComponent instead")
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UFUNCTION(BlueprintCallable, Category = Water, meta = (DisplayName = "Set Water Body"), meta = (DeprecatedFunction, DeprecationMessage="Use SetWaterBodyComponent instead"))
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static void SetWaterBody(UNiagaraComponent* NiagaraSystem, UPARAM(DisplayName = "Parameter Name") const FString & OverrideName, AWaterBody* WaterBody) {}
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/** Sets the water body component on the Niagra water data interface on a Niagara particle system*/
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UFUNCTION(BlueprintCallable, Category = Water)
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static void SetWaterBodyComponent(UNiagaraComponent* NiagaraSystem, UPARAM(DisplayName = "Parameter Name") const FString& OverrideName, UWaterBodyComponent* WaterBodyComponent);
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};
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