FComponentVisualizer

Base class for a component visualizer, that draw editor information for a particular component class

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MacOS
Linux

Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/ComponentVisualizer.h

Include

#include "ComponentVisualizer.h"

Syntax

class FComponentVisualizer : public TSharedFromThis< FComponentVisualizer >

Remarks

Base class for a component visualizer, that draw editor information for a particular component class

Constructors

Name Description

Public function

FComponentVisualizer()

Destructors

Name Description

Public function Virtual

~FComponentVisualizer()

Functions

Name Description

Public function Virtual

void

 

DrawVisualization

(
    const UActorComponent* Compone...,
    const FSceneView* View,
    FPrimitiveDrawInterface* PDI
)

Draw visualization for the supplied component

Public function Virtual

void

 

DrawVisualizationHUD

(
    const UActorComponent* Compone...,
    const FViewport* Viewport,
    const FSceneView* View,
    FCanvas* Canvas
)

Draw HUD on viewport for the supplied component

Public function Virtual

void

 

EndEditing()

Public function Virtual Const

TSharedPtr< ...

 

GenerateContextMenu()

Public function Virtual Const

bool

 

GetCustomInputCoordinateSystem

(
    const FEditorViewportClient* V...,
    FMatrix& OutMatrix
)

Public function Virtual Const

UActorCompon...

 

GetEditedComponent()

Get currently edited component, this is needed to reset the active visualizer after undo/redo

Public function Virtual Const

bool

 

GetWidgetLocation

(
    const FEditorViewportClient* V...,
    FVector& OutLocation
)

Public function Virtual

bool

 

HandleBoxSelect

(
    const FBox& InBox,
    FEditorViewportClient* InViewp...,
    FViewport* InViewport
)

Handle box select input

Public function Virtual

bool

 

HandleFrustumSelect

(
    const FConvexVolume& InFrustum,
    FEditorViewportClient* InViewp...,
    FViewport* InViewport
)

Handle frustum select input

Public function Virtual

bool

 

HandleInputDelta

(
    FEditorViewportClient* Viewpor...,
    FViewport* Viewport,
    FVector& DeltaTranslate,
    FRotator& DeltalRotate,
    FVector& DeltaScale
)

Public function Virtual

bool

 

HandleInputKey

(
    FEditorViewportClient* Viewpor...,
    FViewport* Viewport,
    FKey Key,
    EInputEvent Event
)

Public function Virtual

bool

 

HandleModifiedClick

(
    FEditorViewportClient* InViewp...,
    HHitProxy* HitProxy,
    const FViewportClick& Click
)

Handle click modified by Alt, Ctrl and/or Shift. The input HitProxy may not be on this component.

Public function Virtual

bool

 

HandleSnapTo

(
    const bool bInAlign,
    const bool bInUseLineTrace,
    const bool bInUseBounds,
    const bool bInUsePivot,
    AActor* InDestination
)

Pass snap input to active visualizer

Public function Virtual

bool

 

HasFocusOnSelectionBoundingBox

(
    FBox& OutBoundingBox
)

Return whether focus on selection should focus on bounding box defined by active visualizer

Public function Virtual Const

bool

 

IsVisualizingArchetype()

Public function Static

void

 

NotifyPropertiesModified

(
    UActorComponent* Component,
    const TArray< FProperty* >& P...,
    EPropertyChangeType::Type PropertyC...
)

Notify that many component properties have been modified

Public function Static

void

 

NotifyPropertyModified

(
    UActorComponent* Component,
    FProperty* Property,
    EPropertyChangeType::Type PropertyC...
)

Notify that a component property has been modified

Public function Virtual

void

 

OnRegister()

Public function Virtual

bool

 

VisProxyHandleClick

(
    FEditorViewportClient* InViewp...,
    HComponentVisProxy* VisProxy,
    const FViewportClick& Click
)

Typedefs

Name

Description

FPropertyNameAndIndex

So deprecated code expecting this as an inner class still works.

Deprecated Functions

Name Description

Public function Static

UActorCompon...

 

GetComponentFromPropertyName

(
    const AActor* CompOwner,
    const FPropertyNameAndIndex& Prope...
)

Please use the FComponentPropertyPath::GetComponent() to retrieve a component pointer from a property name path.

Public function Static

FPropertyNam...

 

GetComponentPropertyName

(
    const UActorComponent* Compone...
)

Please use the FComponentPropertyPath class to build property name paths for components.

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