Allow vis objects to be altered by Blueprints

This commit is contained in:
Steve Streeting 2022-07-05 16:02:12 +01:00
parent ac070deb5c
commit cf0c34a677

View File

@ -13,13 +13,13 @@ struct STEVESUEHELPERS_API FStevesEditorVisLine
GENERATED_BODY() GENERATED_BODY()
/// Start location relative to component /// Start location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Start; FVector Start;
/// End location relative to component /// End location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector End; FVector End;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisLine(const FVector& InStart, const FVector& InEnd, FStevesEditorVisLine(const FVector& InStart, const FVector& InEnd,
@ -44,19 +44,19 @@ struct STEVESUEHELPERS_API FStevesEditorVisCircle
GENERATED_BODY() GENERATED_BODY()
/// Location relative to component /// Location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location; FVector Location;
/// Rotation relative to component; circles will be rendered in the X/Y plane /// Rotation relative to component; circles will be rendered in the X/Y plane
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FRotator Rotation; FRotator Rotation;
/// Circle radius /// Circle radius
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Radius; float Radius;
/// The number of line segments to render the circle with /// The number of line segments to render the circle with
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int NumSegments; int NumSegments;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisCircle(const FVector& InLocation, const FRotator& InRotation, float InRadius, int InNumSegments, FStevesEditorVisCircle(const FVector& InLocation, const FRotator& InRotation, float InRadius, int InNumSegments,
@ -84,25 +84,25 @@ struct STEVESUEHELPERS_API FStevesEditorVisArc
GENERATED_BODY() GENERATED_BODY()
/// Location relative to component /// Location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location; FVector Location;
/// Rotation relative to component; arcs will be rendered in the X/Y plane /// Rotation relative to component; arcs will be rendered in the X/Y plane
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FRotator Rotation; FRotator Rotation;
/// Minimum angle to render arc from /// Minimum angle to render arc from
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MinAngle; float MinAngle;
/// Maximum angle to render arc to /// Maximum angle to render arc to
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MaxAngle; float MaxAngle;
/// Circle radius /// Circle radius
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Radius; float Radius;
/// The number of line segments to render the circle with /// The number of line segments to render the circle with
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int NumSegments; int NumSegments;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisArc(const FVector& InLocation, const FRotator& InRotation, float InMinAngle, float InMaxAngle, FStevesEditorVisArc(const FVector& InLocation, const FRotator& InRotation, float InMinAngle, float InMaxAngle,
@ -135,13 +135,13 @@ struct STEVESUEHELPERS_API FStevesEditorVisSphere
GENERATED_BODY() GENERATED_BODY()
/// Location relative to component /// Location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location; FVector Location;
/// Sphere radius /// Sphere radius
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Radius; float Radius;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisSphere(const FVector& InLocation, float InRadius, const FColor& InColour) : FStevesEditorVisSphere(const FVector& InLocation, float InRadius, const FColor& InColour) :
@ -165,16 +165,16 @@ struct STEVESUEHELPERS_API FStevesEditorVisBox
GENERATED_BODY() GENERATED_BODY()
/// Location relative to component /// Location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location; FVector Location;
/// Size of box in each axis /// Size of box in each axis
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Size; FVector Size;
/// Rotation relative to component /// Rotation relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FRotator Rotation; FRotator Rotation;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisBox(const FVector& InLocation, const FVector& InSize, const FRotator& InRot, FStevesEditorVisBox(const FVector& InLocation, const FVector& InSize, const FRotator& InRot,
@ -201,19 +201,19 @@ struct STEVESUEHELPERS_API FStevesEditorVisCylinder
GENERATED_BODY() GENERATED_BODY()
/// Location relative to component /// Location relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FVector Location; FVector Location;
/// Height of cylinder /// Height of cylinder
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Height; float Height;
/// Radius of cylinder /// Radius of cylinder
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Radius; float Radius;
/// Rotation relative to component /// Rotation relative to component
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FRotator Rotation; FRotator Rotation;
/// The colour of the line render /// The colour of the line render
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere, BlueprintReadWrite)
FColor Colour; FColor Colour;
FStevesEditorVisCylinder(const FVector& InLocation, float InHeight, float InRadius, const FRotator& InRot, FStevesEditorVisCylinder(const FVector& InLocation, float InHeight, float InRadius, const FRotator& InRot,