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