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Blueprint Implementable Events
These events will be called on any blueprinted UIWSWaterBody so you can easily extend the out of the box functionality based on the event data the system outputs.
Event that triggers when point damage effects would be applied. Will trigger even if automatic effects are disabled for ease of extension
Event that triggers when radial damage effects would be applied. Will trigger even if automatic effects are disabled for ease of extension
Called when ripples are created by actor collision or manually at a location. Doesn't trigger for automatically detected interactions based on custom depth
Called when ripples are created manually at a location. Doesn't trigger for automatically detected interactions based on custom depth
Blueprint Callable Functions
These functions can be called on any UIWSWaterBody, from anywhere, providing full manual control over interaction and particle spawning. Of course you can also call these functions from C++ if you would like.
Apply force manually to the water body. Location in world space. Strength Clamped beteween -10 and 10. Percent should be between 0 and 1
Function you can call if you need to manually request priority for a water body (making it the high res + interactive caustic casting body).
Only one body can have priority at a time, and by default a body requests priority on overlap with player pawn 0