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UnrealEngine/Engine/Plugins/PCG/Source/PCG/Public/PCGDebug.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

51 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PCGDebug.generated.h"
#define UE_API PCG_API
class UStaticMesh;
class UMaterialInterface;
UENUM()
enum class EPCGDebugVisScaleMethod : uint8
{
Relative,
Absolute,
Extents
};
USTRUCT(BlueprintType)
struct FPCGDebugVisualizationSettings
{
GENERATED_BODY()
public:
UE_API FPCGDebugVisualizationSettings();
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Debug, meta = (ClampMin="0", EditCondition = "ScaleMethod != EPCGDebugVisScaleMethod::Extents && bDisplayProperties", EditConditionHides, HideEditConditionToggle))
float PointScale = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Debug, meta = (EditCondition = "bDisplayProperties", EditConditionHides, HideEditConditionToggle))
EPCGDebugVisScaleMethod ScaleMethod = EPCGDebugVisScaleMethod::Extents;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Debug, meta = (EditCondition = "bDisplayProperties", EditConditionHides, HideEditConditionToggle))
TSoftObjectPtr<UStaticMesh> PointMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Debug, meta = (EditCondition = "bDisplayProperties", EditConditionHides, HideEditConditionToggle))
TSoftObjectPtr<UMaterialInterface> MaterialOverride;
UE_API TSoftObjectPtr<UMaterialInterface> GetMaterial() const;
#if WITH_EDITORONLY_DATA
// This can be set false to hide the debugging properties.
UPROPERTY(Transient, meta = (EditCondition = false, EditConditionHides))
bool bDisplayProperties = true;
#endif
};
#undef UE_API