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UMRUKDebugComponent Class

Extends UActorComponent
Various debugging utilities for the scene. This component can for example attached to the player pawn. The various methods can then be called on input from the pawn.

Constructors

UMRUKDebugComponent ()
Signature
UMRUKDebugComponent::UMRUKDebugComponent()

Fields

GizmoActorClass : TSubclassOf< AActor >
The gizmo to show when visualizing an anchor.
Signature
TSubclassOf<AActor> UMRUKDebugComponent::GizmoActorClass
GizmoScale : FVector
The scale that should be applied to the gizmo before displaying it.
Signature
FVector UMRUKDebugComponent::GizmoScale
TextActorClass : TSubclassOf< AActor >
The text to show when visualizing an anchor.
Signature
TSubclassOf<AActor> UMRUKDebugComponent::TextActorClass
TextScale : FVector
The scale that should be applied to the text before displaying it.
Signature
FVector UMRUKDebugComponent::TextScale

Member Functions

BeginPlay ()
Signature
void UMRUKDebugComponent::BeginPlay() override
Returns
void
EndPlay ( EndPlayReason )
Signature
void UMRUKDebugComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) override
Parameters
EndPlayReason: const EEndPlayReason::Type
Returns
void
HideAnchor ()
Hide the current anchor. This method needs only to be called to hide the anchor that was displayed by ShowAnchorAtRayHit().
Signature
void UMRUKDebugComponent::HideAnchor()
Returns
void
HideAnchorSpace ()
Hide the current anchor space actor. This method needs only to be called to hide the anchor space that was displayed by ShowAnchorAtRayHit().
Signature
void UMRUKDebugComponent::HideAnchorSpace()
Returns
void
ShowAnchorAtRayHit ( Origin , Direction )
Shoot a ray and display the anchors coordinate system and labels that was hit by the ray if any. Call HideAnchor() to get rid of the displayed anchor.
Signature
void UMRUKDebugComponent::ShowAnchorAtRayHit(const FVector &Origin, const FVector &Direction)
Parameters
Origin: const FVector &  The ray origin.
Direction: const FVector &  The ray direction.
Returns
void
ShowAnchorSpaceAtRayHit ( Origin , Direction )
Shoot a ray and display the anchors space that was hit by the ray if any. Call HideAnchorSpace() to get rid of the displayed anchor space.
Signature
void UMRUKDebugComponent::ShowAnchorSpaceAtRayHit(const FVector &Origin, const FVector &Direction)
Parameters
Origin: const FVector &  The ray origin.
Direction: const FVector &  The ray direction.
Returns
void
TickComponent ( DeltaTime , TickType , ThisTickFunction )
Signature
void UMRUKDebugComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
Parameters
DeltaTime: float
TickType: enum ELevelTick
ThisTickFunction: FActorComponentTickFunction *
Returns
void