// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/PrimitiveComponent.h" #include "PCGCollisionVisComponent.generated.h" UCLASS(MinimalAPI, NotPlaceable) class UPCGCollisionVisComponent : public UPrimitiveComponent { GENERATED_BODY() public: UPROPERTY() TArray> BodySetups; UPROPERTY() TArray BodyTransforms; //~Begin USceneComponent interface virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override; //~End USceneComponent interface //~Begin UPrimitiveComponent interface virtual FPrimitiveSceneProxy* CreateSceneProxy() override; virtual UBodySetup* GetBodySetup() override { return BodySetups.IsEmpty() ? nullptr : BodySetups[0]; } virtual bool IsEditorOnly() const override { return true; } //~End UPrimitiveComponent interface void SetBodySetup(UBodySetup* InBodySetup); void AddBodySetup(UBodySetup* InBodySetup, const FTransform& InTransform); };