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Modifications/additions to the PR: + replaced usage of FEditorDelegates::EndPie by FGameDelegates::EndPlayMap so the game world tear down is completed and we can udpate the new current world in the same way we do on PostPieStarted + fixed FVisualLogEntry constructor to properly initialize members when an invalid actor is provided + added refresh for in world primitives on row visibility changes (e.g. adding/moving/deleting a filter volume) #jira UE-135731 #preflight 61d5f3b54c252480ca1dbdba #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 18523387 in //UE5/Release-5.0/... via CL 18523393 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18523406 by stefan-zimecki in ue5-release-engine-test branch]
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "VisualLoggerRenderingActorBase.h"
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#include "VisualLoggerRenderingActor.generated.h"
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// enable adding some hard coded shapes to the VisualLoggerRenderingActor for testing
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#define VLOG_TEST_DEBUG_RENDERING 0
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class UPrimitiveComponent;
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struct FVisualLoggerDBRow;
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/**
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* Transient actor used to draw visual logger data on level
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSelectionChanged, class AActor*);
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UCLASS(config = Engine, NotBlueprintable, Transient, notplaceable, AdvancedClassDisplay)
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class LOGVISUALIZER_API AVisualLoggerRenderingActor : public AVisualLoggerRenderingActorBase
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{
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public:
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GENERATED_UCLASS_BODY()
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virtual ~AVisualLoggerRenderingActor();
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void ResetRendering();
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void ObjectVisibilityChanged(const FName& RowName);
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void ObjectSelectionChanged(const TArray<FName>& Selection);
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void OnItemSelectionChanged(const FVisualLoggerDBRow& BDRow, int32 ItemIndex);
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virtual void IterateDebugShapes(TFunction<void(const FTimelineDebugShapes&) > Callback) override;
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private:
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void OnFiltersChanged();
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TArray<FName> CachedRowSelection;
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TMap<FName, FTimelineDebugShapes> DebugShapesPerRow;
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#if VLOG_TEST_DEBUG_RENDERING
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void AddDebugRendering();
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FTimelineDebugShapes TestDebugShapes;
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#endif
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};
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