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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; }
| Name | UDebugDrawComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Debug/DebugDrawComponent.h |
| Include Path | #include "Debug/DebugDrawComponent.h" |
Syntax
UCLASS (Abstract,
HideCategories=(Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming),
MinimalAPI)
class UDebugDrawComponent : public UPrimitiveComponent
Inheritance Hierarchy
- FRenderAssetOwnerStreamingState → UPrimitiveComponent → UDebugDrawComponent
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UDebugDrawComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsBodyInstanceOwner
- IPhysicsBodyInstanceOwnerResolver
- IPhysicsComponent
Derived Classes
UDebugDrawComponent derived class hierarchy
- UChaosPathedMovementDebugDrawComponent
- UDataflowDebugDrawComponent
- UDataflowDebugMeshComponent
- UEQSRenderingComponent
- UGameplayDebuggerRenderingComponent
- UGeometryCollectionISMPoolDebugDrawComponent
- UISMPoolDebugDrawComponent
- UNavCorridorTestingComponent
- UNavMeshRenderingComponent
- UNavTestRenderingComponent
- UPCGDebugDrawComponent
- USmartObjectDebugRenderingComponent
- UZoneGraphAnnotationComponent
- UZoneGraphAnnotationTestingComponent