mirror of
https://github.com/Ed94/Cog.git
synced 2026-08-04 14:48:45 +00:00
Improve debug draw collision function to draw each hit bones in a skeletal mesh. Was previously drawing a box around the hit actor for each bone.
This commit is contained in:
@@ -17,7 +17,7 @@ struct FCogDebugDrawOverlapParams
|
||||
FColor NoHitColor = FColor::Red;
|
||||
bool DrawHitPrimitives = true;
|
||||
bool DrawHitPrimitiveActorsName = false;
|
||||
bool HitPrimitiveActorsNameShadow = true;
|
||||
bool DrawHitPrimitiveActorsNameShadow = true;
|
||||
float HitPrimitiveActorsNameSize = 1.0f;
|
||||
mutable bool Persistent = false;
|
||||
float LifeTime = 0.0f;
|
||||
@@ -62,7 +62,7 @@ public:
|
||||
|
||||
static void DrawShape(const UWorld* World, const FCollisionShape& InShape, const FVector& Location, const FQuat& Rotation, const FVector& Scale, const FColor& Color, const bool Persistent, const float LifeTime, const uint8 DepthPriority, const float Thickness);
|
||||
|
||||
static void DrawPrimitiveComponent(const UPrimitiveComponent& PrimitiveComponent, const FColor& Color, const bool Persistent, const float LifeTime, const uint8 DepthPriority, const float Thickness);
|
||||
static void DrawPrimitiveComponent(const UPrimitiveComponent& PrimitiveComponent, const int32 BodyIndex, const FColor& Color, const bool Persistent, const float LifeTime, const uint8 DepthPriority, const float Thickness, const bool DrawName = true, const bool DrawNameShadow = true, const float DrawNameSize = 1.0f);
|
||||
|
||||
static void DrawOverlap(const UWorld* World, const FCollisionShape& Shape, const FVector& Location, const FQuat& Rotation, TArray<FOverlapResult>& OverlapResults, const FCogDebugDrawOverlapParams& Settings);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user