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Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch]
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "DebugRenderSceneProxy.h"
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#include "VisualLoggerRenderingActor.generated.h"
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/**
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* Transient actor used to draw visual logger data on level
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSelectionChanged, class AActor*);
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UCLASS(config = Engine, NotBlueprintable, Transient)
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class LOGVISUALIZER_API AVisualLoggerRenderingActor : public AActor
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{
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public:
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GENERATED_UCLASS_BODY()
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void OnItemSelectionChanged(const FVisualLogDevice::FVisualLogEntryItem& EntryItem);
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void ObjectSelectionChanged(TSharedPtr<class STimeline> TimeLine);
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private:
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void AddDebugRendering();
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public:
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UPrimitiveComponent* RenderingComponent;
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TArray<FDebugRenderSceneProxy::FDebugLine> Lines;
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TArray<FDebugRenderSceneProxy::FCone> Cones;
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TArray<FDebugRenderSceneProxy::FDebugBox> Boxes;
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TArray<FDebugRenderSceneProxy::FSphere> Points;
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TArray<FDebugRenderSceneProxy::FMesh> Meshes;
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TArray<FDebugRenderSceneProxy::FText3d> Texts;
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TArray<FDebugRenderSceneProxy::FWireCylinder> Cylinders;
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TArray<FDebugRenderSceneProxy::FCapsule> Capsles;
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TArray<FVector> LogEntriesPath;
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};
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