create_river_water_body
Spawn a river water body actor in Unreal Engine 5, optionally link it to a WaterZone, and read back wave height for verification.
Instructions
Spawn a River AWaterBody actor, optionally link to a WaterZone, and read back its wave height (a river is born at 0.000 -- that is the control case for the lake defect).
Returns: { actor_label: string, actor_name: string, body_type: string, water_zone_label: string, linked_to_zone: bool, affects_landscape: bool, max_wave_height: number (RE-READ), max_wave_height_on_spawn: number (RE-READ), has_waves: bool, waves_disabled: bool, requested: { actor_label, location, water_zone_label, affects_landscape, disable_waves } }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | Optional [X, Y, Z] world location (defaults to origin) | |
| actor_label | Yes | Label to assign to the new water body actor | |
| disable_waves | No | OPT-IN, default FALSE. Sets water_waves = None right after the spawn and RE-READS GetMaxWaveHeight(). A river has no waves to begin with, so this is normally a no-op here. | |
| water_zone_label | No | Optional label of an existing AWaterZone to auto-link the body to. If given and the zone is not found, `success` is FALSE (the body is still spawned; `linked_to_zone` says so). | |
| affects_landscape | No | When true the body carves the existing landscape via the water landscape brush; defaults to FALSE (non-destructive) |