UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UWindDirectionalSourceComponent Class Reference

#include <WindDirectionalSourceComponent.h>

+ Inheritance diagram for UWindDirectionalSourceComponent:

Public Member Functions

ENGINE_API void SetStrength (float InNewStrength)
 
ENGINE_API void SetSpeed (float InNewSpeed)
 
ENGINE_API void SetMinimumGustAmount (float InNewMinGust)
 
ENGINE_API void SetMaximumGustAmount (float InNewMaxGust)
 
ENGINE_API void SetRadius (float InNewRadius)
 
ENGINE_API void SetWindType (EWindSourceType InNewType)
 
ENGINE_API bool GetWindParameters (const FVector &EvaluatePosition, FWindData &OutData, float &Weight) const
 
virtual ENGINE_API FWindSourceSceneProxyCreateSceneProxy () const
 

Public Attributes

FWindSourceSceneProxySceneProxy
 

Protected Member Functions

virtual ENGINE_API void Activate (bool bReset) override
 
virtual ENGINE_API void Deactivate () override
 
virtual ENGINE_API void CreateRenderState_Concurrent (FRegisterComponentContext *Context) override
 
virtual ENGINE_API void SendRenderTransform_Concurrent () override
 
virtual ENGINE_API void SendRenderDynamicData_Concurrent () override
 
virtual ENGINE_API void DestroyRenderState_Concurrent () override
 

Detailed Description

Component that provides a directional wind source. Only affects SpeedTree assets.

Member Function Documentation

◆ Activate()

void UWindDirectionalSourceComponent::Activate ( bool  bReset)
overrideprotectedvirtual

◆ CreateRenderState_Concurrent()

void UWindDirectionalSourceComponent::CreateRenderState_Concurrent ( FRegisterComponentContext Context)
overrideprotectedvirtual

◆ CreateSceneProxy()

FWindSourceSceneProxy * UWindDirectionalSourceComponent::CreateSceneProxy ( ) const
virtual

Creates a proxy to represent the primitive to the scene manager in the rendering thread.

Returns
The proxy object.

◆ Deactivate()

void UWindDirectionalSourceComponent::Deactivate ( )
overrideprotectedvirtual

◆ DestroyRenderState_Concurrent()

void UWindDirectionalSourceComponent::DestroyRenderState_Concurrent ( )
overrideprotectedvirtual

◆ GetWindParameters()

bool UWindDirectionalSourceComponent::GetWindParameters ( const FVector EvaluatePosition,
FWindData OutData,
float Weight 
) const

Calculate wind parameters from the data on this component, safe to call on game thread

◆ SendRenderDynamicData_Concurrent()

void UWindDirectionalSourceComponent::SendRenderDynamicData_Concurrent ( )
overrideprotectedvirtual

◆ SendRenderTransform_Concurrent()

void UWindDirectionalSourceComponent::SendRenderTransform_Concurrent ( )
overrideprotectedvirtual

◆ SetMaximumGustAmount()

void UWindDirectionalSourceComponent::SetMaximumGustAmount ( float  InNewMaxGust)

Set maximum deviation for wind gusts

◆ SetMinimumGustAmount()

void UWindDirectionalSourceComponent::SetMinimumGustAmount ( float  InNewMinGust)

Set minimum deviation for wind gusts

◆ SetRadius()

void UWindDirectionalSourceComponent::SetRadius ( float  InNewRadius)

Set the effect radius for point wind

◆ SetSpeed()

void UWindDirectionalSourceComponent::SetSpeed ( float  InNewSpeed)

Sets the windspeed of the generated wind

◆ SetStrength()

void UWindDirectionalSourceComponent::SetStrength ( float  InNewStrength)

Because the actual data used to query wind is stored on the render thread in an instance of FWindSourceSceneProxy all of our properties are read only. The data can be manipulated with the following functions which will queue a render thread update for this component Sets the strength of the generated wind

◆ SetWindType()

void UWindDirectionalSourceComponent::SetWindType ( EWindSourceType  InNewType)

Set the type of wind generator to use

Member Data Documentation

◆ SceneProxy

FWindSourceSceneProxy* UWindDirectionalSourceComponent::SceneProxy

The documentation for this class was generated from the following files: