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