// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "ChaosVDRuntimeBlueprintLibrary.generated.h" /** * Library function to record debug draw shapes that will be played back when a CVD recording is loaded */ UCLASS(MinimalAPI) class UChaosVDRuntimeBlueprintLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() UFUNCTION(BlueprintCallable, Category = "Chaos Visual Debugger", DisplayName="CVD Record Debug Draw Box", meta = (WorldContext = "WorldContext")) static void RecordDebugDrawBox(const UObject* WorldContext, const FBox& InBox, FName Tag = NAME_None, FLinearColor Color = FLinearColor::Blue); UFUNCTION(BlueprintCallable, Category = "Chaos Visual Debugger", DisplayName="CVD Record Debug Draw Line", meta = (WorldContext = "WorldContext")) static void RecordDebugDrawLine(const UObject* WorldContext, const FVector& InStartLocation, const FVector& InEndLocation, FName Tag = NAME_None, FLinearColor Color = FLinearColor::Blue); UFUNCTION(BlueprintCallable, Category = "Chaos Visual Debugger", DisplayName="CVD Record Debug Draw Vector", meta = (WorldContext = "WorldContext")) static void RecordDebugDrawVector(const UObject* WorldContext, const FVector& InStartLocation, const FVector& InVector, FName Tag = NAME_None, FLinearColor Color = FLinearColor::Blue); UFUNCTION(BlueprintCallable, Category = "Chaos Visual Debugger", DisplayName="CVD Record Debug Draw Sphere", meta = (WorldContext = "WorldContext")) static void RecordDebugDrawSphere(const UObject* WorldContext, const FVector& InCenter, float Radius, FName Tag = NAME_None, FLinearColor Color = FLinearColor::Blue); };