You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
* 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]
33 lines
1.0 KiB
C++
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
|
|
};
|
|
|