Navigation
API > API/Plugins > API/Plugins/MassGameplayDebug
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMassDebugVisualizationComponent
References
| Module | MassGameplayDebug |
| Header | /Engine/Plugins/Runtime/MassGameplay/Source/MassGameplayDebug/Public/MassDebugVisualizationComponent.h |
| Include | #include "MassDebugVisualizationComponent.h" |
Syntax
UCLASS&40;&41;
class UMassDebugVisualizationComponent : public UActorComponent
Remarks
Meant to be created procedurally and owned by an AMassDebugVisualizer instance. Will ensure if placed on a different type of actor
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< UHierarchicalInstancedStaticMeshComponent > > | VisualDataISMCs | ||
| TArray< FAgentDebugVisualization > | VisualDataTable |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | AddDebugVisInstance
(
const uint16 VisualType |
||
| uint16 | AddDebugVisType
(
const FAgentDebugVisualization& Data |
Returns index to the newly created VisualDataTable entry | |
| void | Clear () |
||
| void | Will create Owner's "visual components" only it they're missing or out of sync with VisualDataTable | ||
| void | |||
| void |
DirtyVisuals ()
|
||
| TArrayView< UHierarchicalInstancedStaticMeshComponent *const > |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |