50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WaterBodyComponent.h"
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#include "WaterBodyLakeComponent.generated.h"
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#define UE_API WATER_API
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class UBoxComponent;
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class ULakeCollisionComponent;
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class UDEPRECATED_LakeGenerator;
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// ----------------------------------------------------------------------------------
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UCLASS(MinimalAPI, Blueprintable)
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class UWaterBodyLakeComponent : public UWaterBodyComponent
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{
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GENERATED_UCLASS_BODY()
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friend class AWaterBodyLake;
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public:
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/** UWaterBodyComponent Interface */
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virtual EWaterBodyType GetWaterBodyType() const override { return EWaterBodyType::Lake; }
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UE_API virtual TArray<UPrimitiveComponent*> GetCollisionComponents(bool bInOnlyEnabledComponents = true) const override;
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UE_API virtual TArray<UPrimitiveComponent*> GetStandardRenderableComponents() const override;
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UE_API virtual bool GenerateWaterBodyMesh(UE::Geometry::FDynamicMesh3& OutMesh, UE::Geometry::FDynamicMesh3* OutDilatedMesh = nullptr) const override;
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UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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protected:
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/** UWaterBodyComponent Interface */
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UE_API virtual void Reset() override;
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UE_API virtual void OnUpdateBody(bool bWithExclusionVolumes) override;
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#if WITH_EDITOR
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UE_API virtual const TCHAR* GetWaterSpriteTextureName() const override;
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UE_API virtual FVector GetWaterSpriteLocation() const override;
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#endif // WITH_EDITOR
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UPROPERTY(NonPIEDuplicateTransient)
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TObjectPtr<UStaticMeshComponent> LakeMeshComp;
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UPROPERTY(NonPIEDuplicateTransient)
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TObjectPtr<ULakeCollisionComponent> LakeCollision;
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};
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#undef UE_API
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