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Added a new registry to let the objects provide how their elements should be selected when doing a selection by a volume such as a box or a frustum. Added a some editor only functions for the marquee selection into the world interface. #jira UETOOL-4797 #rb Brooke.Hubert #preflight 624cb2dca64871f1a113bf2a [CL 19727315 by Julien StJean in ue5-main branch]
36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Components/PrimitiveComponent.h"
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#include "NavLinkRenderingComponent.generated.h"
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class FPrimitiveSceneProxy;
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struct FConvexVolume;
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struct FEngineShowFlags;
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UCLASS(hidecategories=Object, editinlinenew)
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class NAVIGATIONSYSTEM_API UNavLinkRenderingComponent : public UPrimitiveComponent
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UPrimitiveComponent Interface
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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/** Should recreate proxy one very update */
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virtual bool ShouldRecreateProxyOnUpdateTransform() const override { return true; }
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#if WITH_EDITOR
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virtual bool ComponentIsTouchingSelectionBox(const FBox& InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const override;
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virtual bool ComponentIsTouchingSelectionFrustum(const FConvexVolume& InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const override;
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virtual bool IgnoreBoundsForEditorFocus() const override { return true; }
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#endif
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//~ End UPrimitiveComponent Interface
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//~ Begin USceneComponent Interface
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virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
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//~ End USceneComponent Interface
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};
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