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UnrealEngine/Engine/Plugins/Runtime/MassGameplay/Source/MassGameplayDebug/Public/MassDebugVisualizationComponent.h
2025-05-18 13:04:45 +08:00

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassGameplayDebugTypes.h"
#include "Components/ActorComponent.h"
#include "MassDebugVisualizationComponent.generated.h"
#define UE_API MASSGAMEPLAYDEBUG_API
class UInstancedStaticMeshComponent;
/** meant to be created procedurally and owned by an AMassDebugVisualizer instance. Will ensure if placed on a different type of actor */
UCLASS(MinimalAPI)
class UMassDebugVisualizationComponent : public UActorComponent
{
GENERATED_BODY()
public:
#if WITH_EDITORONLY_DATA
/** will create Owner's "visual components" only it they're missing or out of sync with VisualDataTable */
UE_API void ConditionallyConstructVisualComponent();
UE_API void DirtyVisuals();
UE_API int32 AddDebugVisInstance(const uint16 VisualType);
/** returns index to the newly created VisualDataTable entry */
UE_API uint16 AddDebugVisType(const FAgentDebugVisualization& Data);
TArrayView<UInstancedStaticMeshComponent* const> GetVisualDataISMCs() { return MakeArrayView(VisualDataISMCs); }
UE_API void Clear();
protected:
UE_API virtual void PostInitProperties() override;
UE_API void ConstructVisualComponent();
protected:
UPROPERTY(Transient)
TArray<FAgentDebugVisualization> VisualDataTable;
UPROPERTY(Transient)
TArray<TObjectPtr<UInstancedStaticMeshComponent>> VisualDataISMCs;
#endif // WITH_EDITORONLY_DATA
};
#undef UE_API