44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "WaterTerrainComponent.generated.h"
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#define UE_API WATER_API
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class AWaterZone;
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/**
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* Water Terrain Component can be attached to any actor with primitive components to allow them to render into a Water Info Texture as the terrain.
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*/
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UCLASS(MinimalAPI, meta=(BlueprintSpawnableComponent))
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class UWaterTerrainComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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/** Returns a list of all Primitive Components that should render as the terrain */
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UE_API virtual TArray<UPrimitiveComponent*> GetTerrainPrimitives() const;
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UE_API virtual FBox2D GetTerrainBounds() const;
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UE_API virtual void OnRegister() override;
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UE_API virtual void OnUnregister() override;
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UE_API virtual bool AffectsWaterZone(AWaterZone* WaterZone) const;
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protected:
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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protected:
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/** By default, the terrain component will be rendering into any overlapping water zone.
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* If the override is set, it will only render to that specific water zone. */
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UPROPERTY(EditAnywhere, Category = Water)
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TSoftObjectPtr<AWaterZone> WaterZoneOverride;
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};
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#undef UE_API
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