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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DebugRenderSceneProxy.h"
/**
* Simple DebugRenderSceneProxy that gets relevant when associated component is shown and view flag is active (if specified on construction)
*/
#if UE_ENABLE_DEBUG_DRAWING
class SMARTOBJECTSMODULE_API FSmartObjectDebugSceneProxy final : public FDebugRenderSceneProxy
{
public:
explicit FSmartObjectDebugSceneProxy(const UPrimitiveComponent& InComponent, const EDrawType InDrawType = EDrawType::WireMesh, const TCHAR* InViewFlagName = nullptr);
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
virtual uint32 GetMemoryFootprint() const override;
private:
uint32 ViewFlagIndex = 0;
};
#endif // UE_ENABLE_DEBUG_DRAWING