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Removed previous hack added in UEQSRenderingComponent and fixed some typos in method names. #rb mikko.mononen mieszko.zielinski #preflight 60c887272da7840001313475 #ROBOMERGE-SOURCE: CL 16672461 #ROBOMERGE-BOT: (v834-16658389) [CL 16672469 by yoan stamant in ue5-main branch]
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Components/PrimitiveComponent.h"
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#include "DebugRenderSceneProxy.h"
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#include "GameplayDebuggerRenderingComponent.generated.h"
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class FGameplayDebuggerCompositeSceneProxy;
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class FGameplayDebuggerDebugDrawDelegateHelper : public FDebugDrawDelegateHelper
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{
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typedef FDebugDrawDelegateHelper Super;
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public:
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~FGameplayDebuggerDebugDrawDelegateHelper()
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{
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Reset();
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}
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void Reset();
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void AddDelegateHelper(FDebugDrawDelegateHelper* InDebugDrawDelegateHelper);
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virtual void RegisterDebugDrawDelegate() override;
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virtual void UnregisterDebugDrawDelegate() override;
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private:
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TArray<FDebugDrawDelegateHelper*> DebugDrawDelegateHelpers;
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};
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UCLASS(NotBlueprintable, NotBlueprintType, noteditinlinenew, hidedropdown, Transient)
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class UGameplayDebuggerRenderingComponent : public UPrimitiveComponent
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{
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GENERATED_UCLASS_BODY()
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
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virtual void CreateRenderState_Concurrent(FRegisterComponentContext* Context) override;
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virtual void DestroyRenderState_Concurrent() override;
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FGameplayDebuggerDebugDrawDelegateHelper GameplayDebuggerDebugDrawDelegateHelper;
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};
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