// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "DebugRenderSceneProxy.h" #define UE_API SMARTOBJECTSMODULE_API /** * Simple DebugRenderSceneProxy that gets relevant when associated component is shown and view flag is active (if specified on construction) */ #if UE_ENABLE_DEBUG_DRAWING class FSmartObjectDebugSceneProxy final : public FDebugRenderSceneProxy { public: UE_API explicit FSmartObjectDebugSceneProxy(const UPrimitiveComponent& InComponent, const EDrawType InDrawType = EDrawType::WireMesh, const TCHAR* InViewFlagName = nullptr); UE_API virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override; UE_API virtual uint32 GetMemoryFootprint() const override; private: uint32 ViewFlagIndex = 0; }; #endif // UE_ENABLE_DEBUG_DRAWING #undef UE_API