Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavLinkRenderingComponent.h
Julien StJean 175d5f6ab4 Adding elements support for the marquee selection.
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]
2022-04-12 15:52:44 -04:00

36 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Components/PrimitiveComponent.h"
#include "NavLinkRenderingComponent.generated.h"
class FPrimitiveSceneProxy;
struct FConvexVolume;
struct FEngineShowFlags;
UCLASS(hidecategories=Object, editinlinenew)
class NAVIGATIONSYSTEM_API UNavLinkRenderingComponent : public UPrimitiveComponent
{
GENERATED_UCLASS_BODY()
//~ Begin UPrimitiveComponent Interface
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
/** Should recreate proxy one very update */
virtual bool ShouldRecreateProxyOnUpdateTransform() const override { return true; }
#if WITH_EDITOR
virtual bool ComponentIsTouchingSelectionBox(const FBox& InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const override;
virtual bool ComponentIsTouchingSelectionFrustum(const FConvexVolume& InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent) const override;
virtual bool IgnoreBoundsForEditorFocus() const override { return true; }
#endif
//~ End UPrimitiveComponent Interface
//~ Begin USceneComponent Interface
virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
//~ End USceneComponent Interface
};