33 lines
973 B
C++
33 lines
973 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/PrimitiveComponent.h"
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#include "PCGCollisionVisComponent.generated.h"
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UCLASS(MinimalAPI, NotPlaceable)
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class UPCGCollisionVisComponent : public UPrimitiveComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY()
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TArray<TObjectPtr<UBodySetup>> BodySetups;
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UPROPERTY()
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TArray<FTransform> BodyTransforms;
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//~Begin USceneComponent interface
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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//~End USceneComponent interface
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//~Begin UPrimitiveComponent interface
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual UBodySetup* GetBodySetup() override { return BodySetups.IsEmpty() ? nullptr : BodySetups[0]; }
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virtual bool IsEditorOnly() const override { return true; }
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//~End UPrimitiveComponent interface
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void SetBodySetup(UBodySetup* InBodySetup);
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void AddBodySetup(UBodySetup* InBodySetup, const FTransform& InTransform);
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}; |