unreal.WaterSubsystem
¶
- class unreal.WaterSubsystem(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
TickableWorldSubsystem
This is the API used to get information about water at runtime
C++ Source:
Plugin: Water
Module: Water
File: WaterSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
on_camera_underwater_state_changed
(OnCameraUnderwaterStateChanged): [Read-Write]on_water_scalability_changed
(OnWaterScalabilityChanged): [Read-Write]
- get_ocean_base_height() float ¶
Returns the base height of the ocean. This should correspond to its world Z position
- Return type:
- get_ocean_total_height() float ¶
Returns the total height of the ocean. This should correspond to the base height plus any additional height, like flood for example
- Return type:
- classmethod get_shallow_water_max_dynamic_forces() int32 ¶
Get Shallow Water Max Dynamic Forces
- Return type:
int32
- classmethod get_shallow_water_max_impulse_forces() int32 ¶
Get Shallow Water Max Impulse Forces
- Return type:
int32
- classmethod get_shallow_water_simulation_render_target_size() int32 ¶
Get Shallow Water Simulation Render Target Size
- Return type:
int32
- property on_camera_underwater_state_changed: OnCameraUnderwaterStateChanged¶
[Read-Write]
- Type:
- property on_water_scalability_changed: OnWaterScalabilityChanged¶
[Read-Write]
- Type: