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  1. Supported Assets
  2. Waterfall Tool 2
  3. How To Use

Waterfall 2 Actor

PreviousQuick Tutorial (Simple Mode)NextPlugin Content

Last updated 9 months ago

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The Waterfall 2 actor (SHADERSOURCE Waterfall 2) is the main actor used by the Waterfall 2 Editor Mode.

Creating a Waterfall 2 Actor

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)

Waterfall 2 Actor Components

(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.

Waterfall 2 Actor Editable Variables
  • Waterfall Settings

    • Show Dynamic Meshes in Game: If this is true, the dynamic meshes will be visible in game, if false the static mesh will be visible in game.

Waterfall 2 Actor C++ Reference
Cpp Class Name: ASH_Waterfall2
Module: Shadersource_Waterfall2Runtime
Header: /Shadersource_WaterfallTool2/Source/Shadersource_Waterfall2Runtime/Public/Actors/SH_Waterfall2.h
Include: #include "Actors/SH_Waterfall2.h"

Place Actors Tab
Place Actors Menu
Waterfall Tool 2 Editor Mode (with no waterfalls selected)
Waterfall Tool 2 Editor Mode (with a waterfall selected)