How to get the unreal watersystem programmable?
Different classes used for water
AActor
AWaterBody (file WaterbodyActor.h)
AWaterBodyRiver (file WaterBodyRiverActor.h)
This file also includes URiverGenerator
AMyWaterBodyRiver
functions:
virtual void InsertPoint(int32 Index, float t, bool bClosedLoop) override; /** Update point at index by lerping metadata between previous and next key values */ virtual void UpdatePoint(int32 Index, float t, bool bClosedLoop) override; virtual void AddPoint(float InputKey) override; virtual void RemovePoint(int32 Index) override; virtual void DuplicatePoint(int32 Index) override; virtual void CopyPoint(const USplineMetadata* FromSplineMetadata, int32 FromIndex, int32 ToIndex) override; virtual void Reset(int32 NumPoints) override; virtual void Fixup(int32 NumPoints, USplineComponent* SplineComp) override;
FInterpCurvefloat is a struct