set_water_body_properties
Update selected Unreal water body properties by label, such as waves, water height, velocity, and collision, applying only supplied fields and reading back each change.
Instructions
Partial-update a water body's properties (only the keys present are applied); each applied field is read back with already_set when it already matched.
Returns: { water_body_label: string, body_type: string, applied: [string], fields: { : { value, already_set } } }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| input_key | Yes | Spline input key for water_velocity/audio_intensity (required only when either is set) | |
| shape_dilation | No | Shape dilation in uu | |
| water_velocity | No | River/spline water velocity to set at input_key (requires input_key) | |
| audio_intensity | No | Spline audio intensity to set at input_key (requires input_key) | |
| water_body_label | Yes | Label of the AWaterBody actor (Lake/Ocean/River) | |
| affects_landscape | No | Whether the landscape is deformed by this water body | |
| water_height_offset | No | Ocean-only additional water height (errors on non-ocean bodies) | |
| max_wave_height_offset | No | Offset added to the automatically calculated max wave height bounds | |
| target_wave_mask_depth | No | Water depth at which waves start being attenuated | |
| collision_height_offset | No | Distance above the water surface where collision checks still occur | |
| post_process_blend_weight | No | Underwater post-process blend weight (0..1) |