// Copyright Epic Games, Inc. All Rights Reserved. #include "SmartObjectDebugSceneProxy.h" #include "PrimitiveViewRelevance.h" #if UE_ENABLE_DEBUG_DRAWING FSmartObjectDebugSceneProxy::FSmartObjectDebugSceneProxy(const UPrimitiveComponent& InComponent, const EDrawType InDrawType, const TCHAR* InViewFlagName) : FDebugRenderSceneProxy(&InComponent) { DrawType = InDrawType; ViewFlagName = InViewFlagName; ViewFlagIndex = uint32(FEngineShowFlags::FindIndexByName(*ViewFlagName)); } FPrimitiveViewRelevance FSmartObjectDebugSceneProxy::GetViewRelevance(const FSceneView* View) const { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && (ViewFlagIndex == INDEX_NONE || View->Family->EngineShowFlags.GetSingleFlag(ViewFlagIndex)); Result.bDynamicRelevance = true; Result.bSeparateTranslucency = Result.bNormalTranslucency = true; return Result; } uint32 FSmartObjectDebugSceneProxy::GetMemoryFootprint(void) const { return sizeof(*this) + FDebugRenderSceneProxy::GetAllocatedSize(); } #endif // UE_ENABLE_DEBUG_DRAWING