Files
UnrealEngineUWP/Engine/Source/Developer/DrawPrimitiveDebugger/Private/DrawPrimitiveDebuggerModule.cpp
zach harris c8c7fd62ec Various fixes and enhancements to the primitive debugger tool.
- Renamed the command to access the tool from DrawPrimitiveDebugger.Open to PrimitiveDebugger.Open
- Fixed access violations and crashes that occurred when opening and using the tool.
- Fixed issue where the debugger table would not populate until filter text was entered when using it in-game.
- Fixed an issue causing the server to crash if the console command cheat DrawPrimitiveDebugger.Open is used
- Added support for skeletal meshes and other primitives.
- Added a details panel for the currently selected row to declutter the table view and provide more in depth information such as the materials and textures used and the number of available LODs. The data displayed will refresh automatically and display the active location, LOD, and triangle count of the primitive.
- The details panel can force LOD levels, force disable nanite, display bounds, and show skeletal bones. Bounds and bone displays only work in development or debug builds.
- Note that any changes to primitives made by the debugger, as well as pinned and hidden entries, will be reset when the debugger is closed.
- Fixed communication between the game and render threads when handling frame captures.
- Enhanced search functionality. You can now search by primitive name, primitive class, actor name, actor class, material name, and texture used.

#rb daniele.vettorel
[FYI] elizabeth.bunner, nicolas.mercier, bryce.lumpkin
#tests FNTEST-128602

[CL 32064534 by zach harris in ue5-main branch]
2024-03-06 15:16:33 -05:00

7.1 KiB