53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectDebugRenderingComponent.h"
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#include "SmartObjectSubsystemRenderingActor.generated.h"
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#define UE_API SMARTOBJECTSMODULE_API
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/** Rendering component for SmartObjectRendering actor. */
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UCLASS(MinimalAPI, ClassGroup = Debug, NotBlueprintable, NotPlaceable)
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class USmartObjectSubsystemRenderingComponent : public USmartObjectDebugRenderingComponent
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{
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GENERATED_BODY()
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public:
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explicit USmartObjectSubsystemRenderingComponent(const FObjectInitializer& ObjectInitializer)
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: USmartObjectDebugRenderingComponent(ObjectInitializer)
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{
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#if UE_ENABLE_DEBUG_DRAWING
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ViewFlagName = TEXT("SmartObjects");
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#endif
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}
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protected:
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UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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#if UE_ENABLE_DEBUG_DRAWING
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UE_API virtual void DebugDraw(FDebugRenderSceneProxy* DebugProxy) override;
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UE_API virtual void DebugDrawCanvas(UCanvas* Canvas, APlayerController*) override;
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#endif
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};
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UCLASS(MinimalAPI, Transient, NotBlueprintable, NotPlaceable)
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class ASmartObjectSubsystemRenderingActor : public AActor
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{
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GENERATED_BODY()
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public:
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UE_API ASmartObjectSubsystemRenderingActor();
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#if WITH_EDITOR
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virtual bool ShouldExport() override { return false; }
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virtual bool CanDeleteSelectedActor(FText& OutReason) const override { return false; }
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#endif
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private:
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UPROPERTY()
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TObjectPtr<USmartObjectSubsystemRenderingComponent> RenderingComponent;
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};
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#undef UE_API
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