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UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectSubsystemRenderingActor.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SmartObjectDebugRenderingComponent.h"
#include "GameFramework/Actor.h"
#include "SmartObjectSubsystemRenderingActor.generated.h"
/** Rendering component for SmartObjectRendering actor. */
UCLASS(ClassGroup = Debug, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API USmartObjectSubsystemRenderingComponent : public USmartObjectDebugRenderingComponent
{
GENERATED_BODY()
public:
explicit USmartObjectSubsystemRenderingComponent(const FObjectInitializer& ObjectInitializer)
: USmartObjectDebugRenderingComponent(ObjectInitializer)
{
#if UE_ENABLE_DEBUG_DRAWING
ViewFlagName = TEXT("Game");
#endif
}
protected:
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
#if UE_ENABLE_DEBUG_DRAWING
virtual void DebugDraw(FDebugRenderSceneProxy* DebugProxy) override;
virtual void DebugDrawCanvas(UCanvas* Canvas, APlayerController*) override;
#endif
};
UCLASS(Transient, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API ASmartObjectSubsystemRenderingActor : public AActor
{
GENERATED_BODY()
public:
ASmartObjectSubsystemRenderingActor();
#if WITH_EDITOR
virtual bool ShouldExport() override { return false; }
virtual bool CanDeleteSelectedActor(FText& OutReason) const override { return false; }
#endif
private:
UPROPERTY()
USmartObjectSubsystemRenderingComponent* RenderingComponent;
};