Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectDebugRenderingComponent.h
yoan stamant 722ecdcae0 [Smart object] Space partition structure is now configurable
* Created Default SmartObjectOctree
* Created Default SmartObjectHashGrid
* Type of space partition to use can be set in the smartobject config file: [/Script/SmartObjectsModule.SmartObjectSubsystem] SpacePartitionClassName=<ClassPath>
* Created DebugSceneProxy and RenderingComponent to share functionalities between susbystem and testing actor rendering components
#rnx
#rb mieszko.zielinski
#preflight 620fb51dec6f84cdfa3b2772

#ROBOMERGE-OWNER: yoan.stamant
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 19050433 via CL 19050556 via CL 19050564 via CL 19057424
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)

[CL 19066037 by yoan stamant in ue5-main branch]
2022-02-21 01:10:34 -05:00

33 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Debug/DebugDrawComponent.h"
#include "SmartObjectDebugRenderingComponent.generated.h"
/**
* Simple UDebugDrawComponent to inherit from to use a FSmartObjectDebugSceneProxy.
* Derived classes can set ViewFlagName at construction to control relevancy.
*/
UCLASS(ClassGroup = Debug, NotBlueprintable, NotPlaceable)
class SMARTOBJECTSMODULE_API USmartObjectDebugRenderingComponent : public UDebugDrawComponent
{
GENERATED_BODY()
public:
explicit USmartObjectDebugRenderingComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
protected:
#if UE_ENABLE_DEBUG_DRAWING
virtual void OnRegister() override;
virtual void OnUnregister() override;
virtual FDebugRenderSceneProxy* CreateDebugSceneProxy() override;
virtual void DebugDraw(FDebugRenderSceneProxy* DebugProxy) {}
virtual void DebugDrawCanvas(UCanvas* Canvas, APlayerController*) {}
FDelegateHandle CanvasDebugDrawDelegateHandle;
FString ViewFlagName;
#endif // UE_ENABLE_DEBUG_DRAWING
};