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System
FluidSimulation
What it gives you
—
Requires
None
Required by
None
10 assets156 API members
Note
Narrative documentation for this plugin is still being written. The API reference below is complete.
API reference
Every blueprint asset in this plugin. Expand an asset to see its members.
Blueprints
BP_FluidSim_0178 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Ripple Sim MIDDebug | MaterialInstanceDynamic | — |
| var | Render Normals MIDDebug | MaterialInstanceDynamic | — |
| var | Display MIDDebug | MaterialInstanceDynamic | — |
| var | Ripple RTsDebug | TextureRenderTarget2D[] | — |
| var | Show Simulation MeshSimulation | bool | Allows toggling the simulation. |
| var | Display MaterialSimulation | MaterialInterface | Which material this blueprint uses to display the fluid simulation. |
| var | SolverSimulation | FluidSimSolverMode | — |
| var | Virtual FPSSimulation | float | Fluidsim looks best run at a fixed frame rate. This is the fixed frame rate the sim will run at. Higher fps cost more. |
| var | Fixed StepDebug | float | — |
| var | DampingSimulation | float | Wave dampening. 1 means no dampening, 0.9 means waves lose 10% every simulation step. |
| var | Simulation World SizeSimulation | float | The size of the simulated grid in the world. |
| var | ResolutionSimulation | int | The 2D resolution of the simulation. |
| var | Travel SpeedSimulation|Ripple Solver | float | Wave Travel Speed. For advanced tweaking. |
| var | Normal RTDebug | TextureRenderTarget2D | — |
| var | Cut PosDebug | Vector | — |
| var | Grid CenterDebug | Vector | — |
| var | Forces RTDebug | TextureRenderTarget2D | — |
| var | Show Cross SectionDebug | bool | — |
| var | Perf Test ModeDebug | bool | — |
| var | Perf RTDebug | TextureRenderTarget2D | — |
| var | Impulse ForcesForces | FluidForceImpulsePerInstanceData[] | — |
| var | Dynamic ForcesForces | Map<ActorComponent, FluidForceDynamicPerInstanceData> | — |
| var | Force Parent and MIDMapForces | Map<MaterialInterface, MaterialInstanceDynamic> | — |
| var | Debug TextDebug | bool | — |
| var | Pawn Check Every N FramesForces | int | — |
| var | Projectile ForcesForces | Map<ActorComponent, FluidForceDynamicPerInstanceData> | — |
| var | Follow Player Simulation | bool | When True, the simulation moves with the player. When false you can position it or attach it to other objects. |
| var | Default Water DepthSimulation|Shallow Water | float | The default depth only affects the Shallow Water simulation. Only used when Terrain Water System is disabled. When the Terrain Water system is enabled, the water depth comes from the Water Bodies associated with your landscape. |
| var | Fixed Time StepSimulation | bool | When true, the simulation will attempt to run at its own separate frame rate, potentially performing multiple substeps per frame in order to hit the specified VirtualFPS value. |
| var | Frames Until Simulation IdleSimulation | int | When >0, the simulation will become idle after the set number of frames elapse without any new fluid forces. Note that the idle time will genearlly be the Number of Frames divided by the fps. For example, at 600 frames and 60fps, the simulation would go idle after seeing no new forces for 10 seconds. You must adjust dampenig values to ensure the fluid is not still flowing much by this point. |
| var | Landscape Water TextureDebug | Texture | — |
| var | Simulate Wave FoamSimulation|Wave Simulation | bool | — |
| var | Wave Sim World SizeSimulation|Wave Simulation | float | — |
| var | Wave Foam ResolutionSimulation|Wave Simulation | int | The 2D resolution of the simulation. |
| var | FadingSimulation|Wave Simulation | float | — |
| var | Wave Time OffsetSimulation|Wave Simulation | float | — |
| var | Depth Capture RTDebug | TextureRenderTarget2D | — |
| var | Edge Mask RTDebug | TextureRenderTarget2D | — |
| var | Jump Flood ADebug | TextureRenderTarget2D | — |
| var | Jump Flood BDebug | TextureRenderTarget2D | — |
| var | Generate Scene Capture Distance FieldSimulation|Shallow Water | bool | — |
| var | Water BodySimulation|Wave Simulation | WaterBody | — |
| var | Edge Mask MIDDebug | MaterialInstanceDynamic | — |
| var | Compute Distance MIDDebug | MaterialInstanceDynamic | — |
| var | Voronoi Distance Ref CopyDebug | TextureRenderTarget2D | — |
| var | Terrain ModeSimulation | FluidTerrainModes | Controls how terrain influences the simulation. Note that 'Terrain with Elevation' mode is not supported for the RIpple Solver. |
| var | Wave ThresholdSimulation|Wave Simulation | float | — |
| fn | Get Frames Since Last Active Force | () | — |
| fn | Clear Sim from Waterbody MIDs | () | — |
| fn | Remove Projectile Force | (Component: ActorComponent) | — |
| fn | Register Projectile Force | (Dynamic Fluid Force: FluidForceDynamic, Tracked Component: SceneComponent) | — |
| fn | GetPlayerPawnForces | () | — |
| fn | Validate RTs | (out RTs All Valid: bool) | — |
| fn | Set Waterbody MID Params | () | — |
| fn | GetLocalPawn | (out Pawn: Pawn) | — |
| fn | Draw Dynamic ForceDefault | (out Canvas: Canvas, out Canvas Size: Vector2D, out Dynamic Force Settings: FluidForceDynamicPerInstanceData) | — |
| fn | Remove Dynamic Force | (Component: ActorComponent) | — |
| fn | Register Dynamic Force | (Dynamic Fluid Force: FluidForceDynamic, Tracked Component: SceneComponent, WaterLevel: float) | — |
| fn | Update Dynamic Forces | () | — |
| fn | Draw Impulse ForceDefault | (Canvas: Canvas, Canvas Size: Vector2D, Impulse Settings: FluidForceImpulsePerInstanceData) | — |
| fn | Update Impulse Lifetimes | () | — |
| fn | Apply Fluid Force Impulse | (Impulse Settings: FluidForceImpulse) | — |
| fn | Get LandscapeWaterInfo | () | — |
| fn | Get Force MIDDefault | (out Parent: MaterialInterface, out MID: MaterialInstanceDynamic) | — |
| fn | GridMovement | () | — |
| fn | Setup SimMID and MPC ValuesDefault | () | — |
| fn | SetupDisplayMIDsDefault | () | — |
| fn | Convert Force Position | (Force Location: Vector, Sine Bob: float, out UV Location: Vector) | — |
| fn | Cycle Render Targets | (out Current Target: TextureRenderTarget2D) | — |
| event | Clear RTs | () | — |
| event | Allocate RTs | () | — |
| event | ReCheckScalability | () | — |
| event | Release RTs | () | — |
| event | FluidGridDebug | () | — |
| event | Get Wave Spectrum | () | — |
| event | Initialize In Editor | () | — |
| event | Tick Custom | () | — |
| event | Capture Height and DF | () | — |
Blueprints/Components
ShallowWaterSimComponent31 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Height RT A | TextureRenderTarget2D | — |
| var | Height RT B | TextureRenderTarget2D | — |
| var | Velocity RT A | TextureRenderTarget2D | — |
| var | Velocity RT B | TextureRenderTarget2D | — |
| var | Velocity Force RT | TextureRenderTarget2D | — |
| var | Height Idx | int | — |
| var | Velocity Idx | int | — |
| var | Advect Height MIDMIDs | MaterialInstanceDynamic | — |
| var | Advect Velocity MIDMIDs | MaterialInstanceDynamic | — |
| var | Height Divergence Update MIDMIDs | MaterialInstanceDynamic | — |
| var | Gravity Acceleration MIDMIDs | MaterialInstanceDynamic | — |
| var | Sim Resolution | IntPoint | — |
| var | Sim World Size | Vector2D | — |
| var | Texel World Size | Vector2D | — |
| var | Sim Location | Vector | — |
| var | Delta T | float | — |
| var | Seed Water MIDMIDs | MaterialInstanceDynamic | — |
| var | Use Scene CaptureSimulation | bool | — |
| var | Sub Steps | int | — |
| var | Manual Advect Material | MaterialInterface | — |
| var | Manual Advect Velocity Material | MaterialInterface | — |
| fn | PingPong-Velocity | (out Read RT: TextureRenderTarget2D, out Write RT: TextureRenderTarget2D) | — |
| fn | PingPong-Height | (out Read RT: TextureRenderTarget2D, out Write RT: TextureRenderTarget2D) | — |
| fn | Clear RTs | (Default Water Depth: float) | — |
| fn | Create RTs | () | — |
| fn | Simulation Step | (out Height RT: TextureRenderTarget2D) | — |
| fn | Seed WaterDefault | () | — |
| fn | Set Sim MID Params | (Forces: Texture, Terrain: Texture) | — |
| fn | Create Sim MIDs | () | — |
| event | Initialize ShallowWaterSim | (Res: int, Terrain Mode: FluidTerrainModes, Forces: Texture, Terrain Texture: Texture, Default Water Depth: float) | — |
| event | Release Shallow Water Sim RTs | () | — |
WaveFoamSimComponent12 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Foam RT A | TextureRenderTarget2D | — |
| var | Foam RT B | TextureRenderTarget2D | — |
| var | Wave RT | TextureRenderTarget2D | — |
| var | Draw Wave MID | MaterialInstanceDynamic | — |
| var | Foam Diffuse MID | MaterialInstanceDynamic | — |
| var | Foam Tone Map MID | MaterialInstanceDynamic | — |
| fn | Render Waves to RT | (out NewParam: GerstnerWave[]) | — |
| event | InitializeWaveFoamSim | (Res: int, WorldSize: float, Fading: float, TimeBias: float, WaterBody: WaterBody, ShallowWater: ShallowWaterSimComponent) | — |
| event | Create MIDs | () | — |
| event | Allocate RTs | () | — |
| event | Wave Simulation Step | () | — |
| event | Release Foam Sim RTs | () | — |
Blueprints/Examples
BP_Dynamic_Force_Component6 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Radius | float | — |
| var | Strength | float | — |
| var | Material | MaterialInterface | — |
| var | Show Mesh | bool | — |
| var | Oscillation Speed | float | — |
| var | Osc Mag | float | — |
BP_Dynamic_Force_SkelMesh1 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Fluid Force Dynamic Settings | FluidForceDynamic | — |
BP_Fluid_Impulse_Repeating3 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Impulse Every N Seconds | float | — |
| var | Imulse Settings | FluidForceImpulse | — |
| event | Trigger | () | — |
BP_GetSimRenderTargets_Material2 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Material To Use | MaterialInterface | — |
| var | Static Mesh | StaticMesh | — |
BP_WaterSim_TickInEditorTest3 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Tick In Editor | bool | — |
| event | Start Tick | () | — |
| event | Stop Tick | () | — |
Blueprints/Libraries
PhysicsMacros0 members
No editor-visible members; this asset configures defaults only.
WaveFoam
WaveFoamRenderer20 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Foam RT A | TextureRenderTarget2D | — |
| var | Foam RT B | TextureRenderTarget2D | — |
| var | Draw Wave MID | MaterialInstanceDynamic | — |
| var | Foam Diffuse MID | MaterialInstanceDynamic | — |
| var | Fade | float | — |
| var | Time Bias | float | — |
| var | Freeze | bool | — |
| var | Foam Tone Map MID | MaterialInstanceDynamic | — |
| var | Res | int | — |
| var | Wave RT | TextureRenderTarget2D | — |
| var | Waterbody | WaterBody | — |
| var | Wave | GerstnerWave | — |
| var | Ticking | bool | — |
| var | Simulation World Size | float | — |
| event | Allocate RTs | () | — |
| event | Create MID | () | — |
| event | Start Tick | () | — |
| event | Stop Tick | () | — |
| event | CustomTickTick | (DeltaSeconds: float) | — |
| event | Initialize | () | — |