UnrealScripterAI
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"create under water effects"
// Code to generate underwater effects for (int i = 0; i < VertexCount; i ) { // Check if the vertex is underwater if (VertexArray[i].Z < WaterLevel) { // Apply a blur effect to the vertex VertexArray[i].Z = FMath::Sin(Time i * UnderwaterSpeed) * UnderwaterAmplitude; } }