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https://github.com/sinbad/StevesUEHelpers.git
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Move defaults change to constructor instead of OnRegister, fix SetIsVizualisationComponent only being available in editor builds
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@ -4,16 +4,18 @@
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#include "StevesEditorVisComponent.h"
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#include "StevesEditorVisComponent.h"
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#include "StevesDebugRenderSceneProxy.h"
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#include "StevesDebugRenderSceneProxy.h"
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void UStevesEditorVisComponent::OnRegister()
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UStevesEditorVisComponent::UStevesEditorVisComponent(const FObjectInitializer& ObjectInitializer)
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: UPrimitiveComponent(ObjectInitializer)
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{
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{
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Super::OnRegister();
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// set up some constants
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// set up some constants
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SetCollisionEnabled(ECollisionEnabled::NoCollision);
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PrimaryComponentTick.bCanEverTick = false;
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SetCastShadow(false);
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SetCastShadow(false);
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#if WITH_EDITORONLY_DATA
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SetIsVisualizationComponent(true);
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SetIsVisualizationComponent(true);
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#endif
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SetHiddenInGame(true);
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SetHiddenInGame(true);
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AlwaysLoadOnClient = false;
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AlwaysLoadOnClient = false;
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bIsEditorOnly = true;
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}
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}
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@ -58,7 +58,7 @@ struct FStevesEditorVisCircle
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* If you want to, you can add this to your Blueprints too. This component automatically marks itself as "visualisation
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* If you want to, you can add this to your Blueprints too. This component automatically marks itself as "visualisation
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* only" so shouldn't have a runtime impact.
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* only" so shouldn't have a runtime impact.
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*/
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*/
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UCLASS(ClassGroup="Debug", hidecategories=(Collision,Object,LOD,Lighting,TextureStreaming), meta=(DisplayName="Steves Editor Visualisation", BlueprintSpawnableComponent))
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UCLASS(ClassGroup="Debug", hidecategories=(Collision,Physics,Object,LOD,Lighting,TextureStreaming), meta=(DisplayName="Steves Editor Visualisation", BlueprintSpawnableComponent))
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class STEVESUEHELPERS_API UStevesEditorVisComponent : public UPrimitiveComponent
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class STEVESUEHELPERS_API UStevesEditorVisComponent : public UPrimitiveComponent
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -67,7 +67,8 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FStevesEditorVisCircle> Circles;
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TArray<FStevesEditorVisCircle> Circles;
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virtual void OnRegister() override;
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UStevesEditorVisComponent(const FObjectInitializer& ObjectInitializer);
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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/// Needs to update on transform since proxy is detached
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/// Needs to update on transform since proxy is detached
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