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From Code, shapes can be recorded using the macros CVD_TRACE_DEBUG_DRAW_BOX CVD_TRACE_DEBUG_DRAW_LINE CVD_TRACE_DEBUG_DRAW_SPHERE CVD_TRACE_DEBUG_DRAW_IMPLICIT_OBJECT From Blueprint, there is a blueprint function library that adds a new Chaos Visual Debugger Category, that allows you to draw Box, Lines and Spheres. The macros can tag a Tag that will be shown as debug text (and in the future will be used for search and filtering), color and Solver ID (there are CVD macros to get them using CVD's context system from C++). With a solver ID, CVD will add the data to the correct solver bucket so it can be hide/shown from the solver timeline controls (and it will work for future filtering features). If no Solver ID is set, CVD will load the debug draw data into a "GameFrames" data bucket which will always be visible. When the BP function library is used, we get the correct SolverID from the object's world. Which means that in PIE, debug draw things from server or client will be automatically assigned to the correct visibility control CVD_TRACE_DEBUG_DRAW_IMPLICIT_OBJECT can only be used from C++. This add flexibility to debug draw a specific particle geometry or a shape not currently supported, but CVD_TRACE_DEBUG_DRAW_IMPLICIT_OBJECT is more expensive to execute than the macros for the three basic shapes. In addition to this, I updated CVD to have a common class for Data Container actors, so this new Game thread bucket can share the same interface and we don't have to manually implement in the CVD Scene or viewport client calls to specific components. This is part of the work to expose a generic way to add external data into CVD via extensions. #jira UE-185312, FORT-745804, UE-193756 [REVIEW] #rb cedric.caillaud [CL 34490831 by sergio gardeazabal in ue5-main branch]