Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectSubsystemRenderingActor.h
Zousar Shaker 3f4252aa56 ObjectPtr upgrade for engine plugins used from UnrealEditor -allmodules. Automated upgrade process.
#rb none
#preflight 62fe7f270601ad0504910c30

[CL 21447894 by Zousar Shaker in ue5-main branch]
2022-08-18 15:08:49 -04:00

51 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SmartObjectDebugRenderingComponent.h"
#include "GameFramework/Actor.h"
#include "SmartObjectSubsystemRenderingActor.generated.h"
/** Rendering component for SmartObjectRendering actor. */
UCLASS(ClassGroup = Debug, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API USmartObjectSubsystemRenderingComponent : public USmartObjectDebugRenderingComponent
{
GENERATED_BODY()
public:
explicit USmartObjectSubsystemRenderingComponent(const FObjectInitializer& ObjectInitializer)
: USmartObjectDebugRenderingComponent(ObjectInitializer)
{
#if UE_ENABLE_DEBUG_DRAWING
ViewFlagName = TEXT("Game");
#endif
}
protected:
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
#if UE_ENABLE_DEBUG_DRAWING
virtual void DebugDraw(FDebugRenderSceneProxy* DebugProxy) override;
virtual void DebugDrawCanvas(UCanvas* Canvas, APlayerController*) override;
#endif
};
UCLASS(Transient, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API ASmartObjectSubsystemRenderingActor : public AActor
{
GENERATED_BODY()
public:
ASmartObjectSubsystemRenderingActor();
#if WITH_EDITOR
virtual bool ShouldExport() override { return false; }
virtual bool CanDeleteSelectedActor(FText& OutReason) const override { return false; }
#endif
private:
UPROPERTY()
TObjectPtr<USmartObjectSubsystemRenderingComponent> RenderingComponent;
};