// 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