Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectSubsystemRenderingActor.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

46 lines
1.2 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();
private:
UPROPERTY()
USmartObjectSubsystemRenderingComponent* RenderingComponent;
};