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Meant to be created procedurally and owned by an AMassDebugVisualizer instance. Will ensure if placed on a different type of actor
| Name | UMassDebugVisualizationComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassGameplayDebug/Public/MassDebugVisualizationComponent.h |
| Include Path | #include "MassDebugVisualizationComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UMassDebugVisualizationComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMassDebugVisualizationComponent
Implements Interfaces
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddDebugVisInstance
(
const uint16 VisualType |
MassDebugVisualizationComponent.h | ||
uint16 AddDebugVisType
(
const FAgentDebugVisualization& Data |
Returns index to the newly created VisualDataTable entry | MassDebugVisualizationComponent.h | |
void Clear() |
MassDebugVisualizationComponent.h | ||
void ConditionallyConstructVisualComponent() |
Will create Owner's "visual components" only it they're missing or out of sync with VisualDataTable | MassDebugVisualizationComponent.h | |
void DirtyVisuals() |
MassDebugVisualizationComponent.h | ||
TArrayView< UInstancedStaticMeshComponent *const > GetVisualDataISMCs() |
MassDebugVisualizationComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConstructVisualComponent() |
MassDebugVisualizationComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
MassDebugVisualizationComponent.h |