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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Debug
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UDebugDrawComponent
- UEQSRenderingComponent
- UGameplayDebuggerRenderingComponent
- UGeometryCollectionISMPoolDebugDrawComponent
- UNavCorridorTestingComponent
- UNavMeshRenderingComponent
- UNavTestRenderingComponent
- USmartObjectDebugRenderingComponent
- UZoneGraphAnnotationComponent
- USmartObjectZoneAnnotations
- UZoneGraphCrowdLaneAnnotations
- UZoneGraphDisturbanceAnnotation
- UZoneGraphAnnotationTestingComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Debug/DebugDrawComponent.h |
| Include | #include "Debug/DebugDrawComponent.h" |
Syntax
class UDebugDrawComponent : public UPrimitiveComponent
Remarks
Helper class to derive from to use debug draw delegate functionalities (i.e. DrawDebugLabels) The class will take care of registering a delegate to the UDebugDrawService and draw all FText3d provided by the scene proxy. This functionality only requires the derived classes to override `CreateDebugSceneProxy_.
It is also possible to add text from other sources of data from the scene proxy but that requires a few extra steps:
- create a class that inherits from `FDebugDrawDelegateHelper_
- override `DrawDebugLabels_
- add a method to be able to populate the source data from the scene proxy
ex: class FMyDelegateHelper : public FDebugDrawDelegateHelper { public: void SetupFromProxy(const FMySceneProxy* InSceneProxy) {
=""> }; protected: virtual void DrawDebugLabels(UCanvas* Canvas, APlayerController*) override { =""> }; private: TArray SomeData; }; - Within the component inheriting from `UDebugDrawComponent_
- add a property of that new helper type in the component inheriting from `UDebugDrawComponent_
- override `GetDebugDrawDelegateHelper_ to return that new member as the new delegate helper to use
- and then use it in `CreateDebugSceneProxy_ before returning the created proxy. ex: class MyDebugDrawComponent : public UDebugDrawComponent { protected: virtual FDebugRenderSceneProxy* CreateDebugSceneProxy() override { FMySceneProxy* Proxy = new FMySceneProxy(this); MyDelegateHelper.SetupFromProxy(Proxy); return Proxy; } virtual FDebugDrawDelegateHelper& GetDebugDrawDelegateHelper() override { return MyDelegateHelper; } private: FMyDelegateHelper MyDelegateHelper; }
Variables
| Type | Name | Description | |
|---|---|---|---|
| FDebugDrawDelegateHelper | DebugDrawDelegateHelper |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FDebugRenderSceneProxy * | Method that derived class should override to create the scene proxy and customize a custom delegate helper (if any) | ||
| FDebugDrawDelegateHelper & | Method that should be overriden when subclass uses a custom delegate helper. |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveSceneProxy * | Method overriden and marked as final since derived class should override `CreateDebugSceneProxy_ |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | |
| void | Used to shut down any rendering thread structure for this component |