Waterfall 2 Actor
Last updated
Last updated
The Waterfall 2 actor (SHADERSOURCE Waterfall 2) is the main actor used by the Waterfall 2 Editor Mode.
The Waterfall 2 actor can be created by dragging and dropping from the Place Actors tab, the Place Actors menu, or through the Waterfall 2 Editor Mode.
Place Actors Tab:
Place Actors Menu:
Waterfall Tool 2 Editor Mode (with no waterfall selected)
Waterfall Tool 2 Editor Mode (with a waterfall selected)
(Red components are hidden in editor - accessible only through C++ or Blueprints)
RootComp (Root Comp): The root component of the actor.
FxAttachPoint: The component to act as the origin/attach all the VFX and SFX components to.
VFX_Top (Top): A niagara component for global top VFX (default top splash).
VFX_Middle (Middle): A niagara component for global middle VFX (default mist).
VFX_Bottom (Bottom): A niagara component for global bottom VFX (default bottom splash).
SFX_Top (SFX Top): An audio component for global top SFX.
SFX_Middle (SFX Mid): An audio component for global middle SFX.
SFX_Bottom (SFX Bottom): An audio component for global bottom SFX.
VFXComponent {#}: A niagara component for FX added through the FX tab.
SFXComponent {#}: An audio component for SFX added through the FX tab.
BakedMeshComp (Mesh Comp): A static mesh component for the final optimised baked static mesh.
TopSpline (Top Spline): A spline component that's used to draw the top of the waterfall.
SH_WaterfallPathComponent_{#}: Spline components generated by the Editor Mode to use as guides for creating vertices and material data.
KillPlaneVisualiser (Kill Plane): A visualiser for the kill plane which acts as the end-point for the path component generation. (Note: The plane is actually infinite, the visualiser is just a general guide to help with placement.)
MeshComp_Singular: A dynamic mesh component for the mesh created that covers the entire waterfall.
MeshComp_PerPath: A dynamic mesh component for the mesh created that runs along each individual path.
MeshComp_Cross: A dynamic mesh component for the mesh created that runs along each individual path and is a flat plane.
MeshComp_Splash: A dynamic mesh component for the meshes generated at the bottom of each path for the splash effect.
WaterfallSettingsComp: A custom actor component that stores all of the variables used in the Editor Mode, allowing them all to be saved per-waterfall.