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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Debug/DebugDrawComponent.h"
#include "SmartObjectDebugRenderingComponent.generated.h"
class FDebugRenderSceneProxy;
/**
* Simple UDebugDrawComponent to inherit from to use a FSmartObjectDebugSceneProxy.
* Derived classes can set ViewFlagName at construction to control relevancy.
*/
UCLASS(ClassGroup = Debug, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API USmartObjectDebugRenderingComponent : public UDebugDrawComponent
{
GENERATED_BODY()
public:
explicit USmartObjectDebugRenderingComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
protected:
#if UE_ENABLE_DEBUG_DRAWING
virtual void OnRegister() override;
virtual void OnUnregister() override;
virtual FDebugRenderSceneProxy* CreateDebugSceneProxy() override;
virtual void DebugDraw(FDebugRenderSceneProxy* DebugProxy) {}
virtual void DebugDrawCanvas(UCanvas* Canvas, APlayerController*) {}
FDelegateHandle CanvasDebugDrawDelegateHandle;
FString ViewFlagName;
#endif // UE_ENABLE_DEBUG_DRAWING
};