// Copyright Epic Games, Inc. All Rights Reserved. #include "RadialForceComponentVisualizer.h" #include "Components/ActorComponent.h" #include "Engine/EngineTypes.h" #include "HAL/PlatformCrt.h" #include "Math/Color.h" #include "Math/Transform.h" #include "PhysicsEngine/RadialForceComponent.h" #include "PrimitiveDrawingUtils.h" #include "Templates/Casts.h" void FRadialForceComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI ) { const URadialForceComponent* ForceComp = Cast(Component); if(ForceComp != NULL) { FTransform TM = ForceComp->GetComponentTransform(); TM.RemoveScaling(); // Draw light radius DrawWireSphereAutoSides(PDI, TM, FColor(200, 255, 255), ForceComp->Radius, SDPG_World); } }