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- SmartObject gained knowledge whether it was registered as a part of a colleciton, or as a dynamic smart object. - cleaned up SmartObjectComponents SOHandle setting an resetting - there's a separate function for invalidating the handle. - added handling of SmartObjectComponent's destruction (as opposed to unregistration due to being streamed out, potentially temporarily) #preflight 638a25c74c3ce8ae5d20ba60 [CL 23389318 by mieszko zielinski in ue5-main branch]
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectSubsystemRenderingActor.h"
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#include "SmartObjectDebugSceneProxy.h"
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#include "SmartObjectSubsystem.h"
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#include "Debug/DebugDrawService.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectSubsystemRenderingActor)
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//----------------------------------------------------------------------//
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// USmartObjectSubsystemRenderingComponent
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//----------------------------------------------------------------------//
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FBoxSphereBounds USmartObjectSubsystemRenderingComponent::CalcBounds(const FTransform& LocalToWorld) const
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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return Subsystem->GetSmartObjectContainer().GetBounds();
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}
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return FBox(ForceInit);
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}
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#if UE_ENABLE_DEBUG_DRAWING
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void USmartObjectSubsystemRenderingComponent::DebugDraw(FDebugRenderSceneProxy* DebugProxy)
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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Subsystem->DebugDraw(DebugProxy);
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}
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}
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void USmartObjectSubsystemRenderingComponent::DebugDrawCanvas(UCanvas* Canvas, APlayerController* PlayerController)
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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Subsystem->DebugDrawCanvas(Canvas, PlayerController);
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}
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}
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#endif // UE_ENABLE_DEBUG_DRAWING
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//----------------------------------------------------------------------//
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// ASmartObjectSubsystemRenderingActor
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//----------------------------------------------------------------------//
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ASmartObjectSubsystemRenderingActor::ASmartObjectSubsystemRenderingActor()
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{
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RenderingComponent = CreateDefaultSubobject<USmartObjectSubsystemRenderingComponent>(TEXT("RenderingComp"));
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RootComponent = RenderingComponent;
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}
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