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yoan stamant 722ecdcae0 [Smart object] Space partition structure is now configurable
* Created Default SmartObjectOctree
* Created Default SmartObjectHashGrid
* Type of space partition to use can be set in the smartobject config file: [/Script/SmartObjectsModule.SmartObjectSubsystem] SpacePartitionClassName=<ClassPath>
* Created DebugSceneProxy and RenderingComponent to share functionalities between susbystem and testing actor rendering components
#rnx
#rb mieszko.zielinski
#preflight 620fb51dec6f84cdfa3b2772

#ROBOMERGE-OWNER: yoan.stamant
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 19050433 via CL 19050556 via CL 19050564 via CL 19057424
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)

[CL 19066037 by yoan stamant in ue5-main branch]
2022-02-21 01:10:34 -05:00

23 lines
773 B
C++

// 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