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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
extends Actor
KindNameSignatureDescription
varRipple Sim MIDDebugMaterialInstanceDynamic—
varRender Normals MIDDebugMaterialInstanceDynamic—
varDisplay MIDDebugMaterialInstanceDynamic—
varRipple RTsDebugTextureRenderTarget2D[]—
varShow Simulation MeshSimulationboolAllows toggling the simulation.
varDisplay MaterialSimulationMaterialInterfaceWhich material this blueprint uses to display the fluid simulation.
varSolverSimulationFluidSimSolverMode—
varVirtual FPSSimulationfloatFluidsim looks best run at a fixed frame rate. This is the fixed frame rate the sim will run at. Higher fps cost more.
varFixed StepDebugfloat—
varDampingSimulationfloatWave dampening. 1 means no dampening, 0.9 means waves lose 10% every simulation step.
varSimulation World SizeSimulationfloatThe size of the simulated grid in the world.
varResolutionSimulationintThe 2D resolution of the simulation.
varTravel SpeedSimulation|Ripple SolverfloatWave Travel Speed. For advanced tweaking.
varNormal RTDebugTextureRenderTarget2D—
varCut PosDebugVector—
varGrid CenterDebugVector—
varForces RTDebugTextureRenderTarget2D—
varShow Cross SectionDebugbool—
varPerf Test ModeDebugbool—
varPerf RTDebugTextureRenderTarget2D—
varImpulse ForcesForcesFluidForceImpulsePerInstanceData[]—
varDynamic ForcesForcesMap<ActorComponent, FluidForceDynamicPerInstanceData>—
varForce Parent and MIDMapForcesMap<MaterialInterface, MaterialInstanceDynamic>—
varDebug TextDebugbool—
varPawn Check Every N FramesForcesint—
varProjectile ForcesForcesMap<ActorComponent, FluidForceDynamicPerInstanceData>—
varFollow Player SimulationboolWhen True, the simulation moves with the player. When false you can position it or attach it to other objects.
varDefault Water DepthSimulation|Shallow WaterfloatThe 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.
varFixed Time StepSimulationboolWhen 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.
varFrames Until Simulation IdleSimulationintWhen >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.
varLandscape Water TextureDebugTexture—
varSimulate Wave FoamSimulation|Wave Simulationbool—
varWave Sim World SizeSimulation|Wave Simulationfloat—
varWave Foam ResolutionSimulation|Wave SimulationintThe 2D resolution of the simulation.
varFadingSimulation|Wave Simulationfloat—
varWave Time OffsetSimulation|Wave Simulationfloat—
varDepth Capture RTDebugTextureRenderTarget2D—
varEdge Mask RTDebugTextureRenderTarget2D—
varJump Flood ADebugTextureRenderTarget2D—
varJump Flood BDebugTextureRenderTarget2D—
varGenerate Scene Capture Distance FieldSimulation|Shallow Waterbool—
varWater BodySimulation|Wave SimulationWaterBody—
varEdge Mask MIDDebugMaterialInstanceDynamic—
varCompute Distance MIDDebugMaterialInstanceDynamic—
varVoronoi Distance Ref CopyDebugTextureRenderTarget2D—
varTerrain ModeSimulationFluidTerrainModesControls how terrain influences the simulation. Note that 'Terrain with Elevation' mode is not supported for the RIpple Solver.
varWave ThresholdSimulation|Wave Simulationfloat—
fnGet Frames Since Last Active Force()—
fnClear Sim from Waterbody MIDs()—
fnRemove Projectile Force(Component: ActorComponent)—
fnRegister Projectile Force(Dynamic Fluid Force: FluidForceDynamic, Tracked Component: SceneComponent)—
fnGetPlayerPawnForces()—
fnValidate RTs(out RTs All Valid: bool)—
fnSet Waterbody MID Params()—
fnGetLocalPawn(out Pawn: Pawn)—
fnDraw Dynamic ForceDefault(out Canvas: Canvas, out Canvas Size: Vector2D, out Dynamic Force Settings: FluidForceDynamicPerInstanceData)—
fnRemove Dynamic Force(Component: ActorComponent)—
fnRegister Dynamic Force(Dynamic Fluid Force: FluidForceDynamic, Tracked Component: SceneComponent, WaterLevel: float)—
fnUpdate Dynamic Forces()—
fnDraw Impulse ForceDefault(Canvas: Canvas, Canvas Size: Vector2D, Impulse Settings: FluidForceImpulsePerInstanceData)—
fnUpdate Impulse Lifetimes()—
fnApply Fluid Force Impulse(Impulse Settings: FluidForceImpulse)—
fnGet LandscapeWaterInfo()—
fnGet Force MIDDefault(out Parent: MaterialInterface, out MID: MaterialInstanceDynamic)—
fnGridMovement()—
fnSetup SimMID and MPC ValuesDefault()—
fnSetupDisplayMIDsDefault()—
fnConvert Force Position(Force Location: Vector, Sine Bob: float, out UV Location: Vector)—
fnCycle Render Targets(out Current Target: TextureRenderTarget2D)—
eventClear RTs()—
eventAllocate RTs()—
eventReCheckScalability()—
eventRelease RTs()—
eventFluidGridDebug()—
eventGet Wave Spectrum()—
eventInitialize In Editor()—
eventTick Custom()—
eventCapture Height and DF()—

Blueprints/Components

ShallowWaterSimComponent31 members
extends ActorComponent
KindNameSignatureDescription
varHeight RT ATextureRenderTarget2D—
varHeight RT BTextureRenderTarget2D—
varVelocity RT ATextureRenderTarget2D—
varVelocity RT BTextureRenderTarget2D—
varVelocity Force RTTextureRenderTarget2D—
varHeight Idxint—
varVelocity Idxint—
varAdvect Height MIDMIDsMaterialInstanceDynamic—
varAdvect Velocity MIDMIDsMaterialInstanceDynamic—
varHeight Divergence Update MIDMIDsMaterialInstanceDynamic—
varGravity Acceleration MIDMIDsMaterialInstanceDynamic—
varSim ResolutionIntPoint—
varSim World SizeVector2D—
varTexel World SizeVector2D—
varSim LocationVector—
varDelta Tfloat—
varSeed Water MIDMIDsMaterialInstanceDynamic—
varUse Scene CaptureSimulationbool—
varSub Stepsint—
varManual Advect MaterialMaterialInterface—
varManual Advect Velocity MaterialMaterialInterface—
fnPingPong-Velocity(out Read RT: TextureRenderTarget2D, out Write RT: TextureRenderTarget2D)—
fnPingPong-Height(out Read RT: TextureRenderTarget2D, out Write RT: TextureRenderTarget2D)—
fnClear RTs(Default Water Depth: float)—
fnCreate RTs()—
fnSimulation Step(out Height RT: TextureRenderTarget2D)—
fnSeed WaterDefault()—
fnSet Sim MID Params(Forces: Texture, Terrain: Texture)—
fnCreate Sim MIDs()—
eventInitialize ShallowWaterSim(Res: int, Terrain Mode: FluidTerrainModes, Forces: Texture, Terrain Texture: Texture, Default Water Depth: float)—
eventRelease Shallow Water Sim RTs()—
WaveFoamSimComponent12 members
extends ActorComponent
KindNameSignatureDescription
varFoam RT ATextureRenderTarget2D—
varFoam RT BTextureRenderTarget2D—
varWave RTTextureRenderTarget2D—
varDraw Wave MIDMaterialInstanceDynamic—
varFoam Diffuse MIDMaterialInstanceDynamic—
varFoam Tone Map MIDMaterialInstanceDynamic—
fnRender Waves to RT(out NewParam: GerstnerWave[])—
eventInitializeWaveFoamSim(Res: int, WorldSize: float, Fading: float, TimeBias: float, WaterBody: WaterBody, ShallowWater: ShallowWaterSimComponent)—
eventCreate MIDs()—
eventAllocate RTs()—
eventWave Simulation Step()—
eventRelease Foam Sim RTs()—

Blueprints/Examples

BP_Dynamic_Force_Component6 members
extends Actor
KindNameSignatureDescription
varRadiusfloat—
varStrengthfloat—
varMaterialMaterialInterface—
varShow Meshbool—
varOscillation Speedfloat—
varOsc Magfloat—
BP_Dynamic_Force_SkelMesh1 members
extends Actor
KindNameSignatureDescription
varFluid Force Dynamic SettingsFluidForceDynamic—
BP_Fluid_Impulse_Repeating3 members
extends Actor
KindNameSignatureDescription
varImpulse Every N Secondsfloat—
varImulse SettingsFluidForceImpulse—
eventTrigger()—
BP_GetSimRenderTargets_Material2 members
extends Actor
KindNameSignatureDescription
varMaterial To UseMaterialInterface—
varStatic MeshStaticMesh—
BP_WaterSim_TickInEditorTest3 members
extends WaterLandscapeBrush
KindNameSignatureDescription
varTick In Editorbool—
eventStart Tick()—
eventStop Tick()—

Blueprints/Libraries

PhysicsMacros0 members
extends Actor

No editor-visible members; this asset configures defaults only.

WaveFoam

WaveFoamRenderer20 members
extends LandmassActor
KindNameSignatureDescription
varFoam RT ATextureRenderTarget2D—
varFoam RT BTextureRenderTarget2D—
varDraw Wave MIDMaterialInstanceDynamic—
varFoam Diffuse MIDMaterialInstanceDynamic—
varFadefloat—
varTime Biasfloat—
varFreezebool—
varFoam Tone Map MIDMaterialInstanceDynamic—
varResint—
varWave RTTextureRenderTarget2D—
varWaterbodyWaterBody—
varWaveGerstnerWave—
varTickingbool—
varSimulation World Sizefloat—
eventAllocate RTs()—
eventCreate MID()—
eventStart Tick()—
eventStop Tick()—
eventCustomTickTick(DeltaSeconds: float)—
eventInitialize()—