Files
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

39 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ARDebugDrawHelpers.h"
#include "DrawDebugHelpers.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "GameFramework/HUD.h"
#include "GameFramework/WorldSettings.h"
#include "GameFramework/PlayerController.h"
namespace ARDebugHelpers
{
void DrawDebugString(const UWorld* InWorld, FVector const& TextLocation, const FString& Text, float Scale, FColor const& TextColor, float Duration, bool bDrawShadow)
{
bool bDrawnSuccessfully = false;
// no debug line drawing on dedicated server
if (GEngine->GetNetMode(InWorld) != NM_DedicatedServer)
{
check(InWorld);
AActor* BaseAct = InWorld->GetWorldSettings();
// iterate through the player controller list
for( FConstPlayerControllerIterator Iterator = InWorld->GetPlayerControllerIterator(); Iterator; ++Iterator )
{
APlayerController* PlayerController = Iterator->Get();
if (PlayerController && PlayerController->MyHUD && PlayerController->Player)
{
PlayerController->MyHUD->AddDebugText(Text, BaseAct, Duration, TextLocation, TextLocation, TextColor, true, true, false, nullptr, Scale, bDrawShadow);
bDrawnSuccessfully = true;
}
}
}
ensureMsgf(bDrawnSuccessfully, TEXT("You must have am AHUD actor assigned for DrawDebugString to work."));
}
}