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