基于UKismetSystemLibrary

/** Draw a debug line */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugLine(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f); /** Draw a debug circle! */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCircle(const UObject* WorldContextObject, FVector Center, float Radius, int32 NumSegments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness=0.f, FVector YAxis=FVector(0.f,1.f,0.f),FVector ZAxis=FVector(0.f,0.f,1.f), bool bDrawAxis=false); /** Draw a debug point */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPoint(const UObject* WorldContextObject, const FVector Position, float Size, FLinearColor PointColor, float Duration=0.f); /** Draw directional arrow, pointing from LineStart to LineEnd. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugArrow(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f); /** Draw a debug box */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugBox(const UObject* WorldContextObject, const FVector Center, FVector Extent, FLinearColor LineColor, const FRotator Rotation=FRotator::ZeroRotator, float Duration=0.f, float Thickness = 0.f); /** Draw a debug coordinate system. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCoordinateSystem(const UObject* WorldContextObject, const FVector AxisLoc, const FRotator AxisRot, float Scale=1.f, float Duration=0.f, float Thickness = 0.f); /** Draw a debug sphere */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugSphere(const UObject* WorldContextObject, const FVector Center, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f); /** Draw a debug cylinder */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCylinder(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f); /** Draw a debug cone */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DeprecatedFunction, DeprecationMessage="DrawDebugCone has been changed to use degrees for angles instead of radians. Place a new DrawDebugCone node and pass your angles as degrees.", DevelopmentOnly))
static void DrawDebugCone(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FLinearColor LineColor, float Duration = 0.f, float Thickness = 0.f); /**
* Draw a debug cone
* Angles are specified in degrees
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DisplayName="DrawDebugCone", DevelopmentOnly))
static void DrawDebugConeInDegrees(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length=100.f, float AngleWidth=45.f, float AngleHeight=45.f, int32 NumSides = 12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f); /** Draw a debug capsule */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCapsule(const UObject* WorldContextObject, const FVector Center, float HalfHeight, float Radius, const FRotator Rotation, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f); /** Draw a debug string at a 3d world location. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugString(const UObject* WorldContextObject, const FVector TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FLinearColor TextColor = FLinearColor::White, float Duration=0.f);
/**
* Removes all debug strings.
*
* @param WorldContext World context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushDebugStrings(const UObject* WorldContextObject); /** Draws a debug plane. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPlane(const UObject* WorldContextObject, const FPlane& PlaneCoordinates, const FVector Location, float Size, FLinearColor PlaneColor = FLinearColor::White, float Duration=0.f); /**
* Flush all persistent debug lines and shapes.
*
* @param WorldContext World context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushPersistentDebugLines(const UObject* WorldContextObject); /** Draws a debug frustum. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFrustum(const UObject* WorldContextObject, const FTransform& FrustumTransform, FLinearColor FrustumColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f); /** Draw a debug camera shape. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(DevelopmentOnly))
static void DrawDebugCamera(const ACameraActor* CameraActor, FLinearColor CameraColor = FLinearColor::White, float Duration=0.f); /* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryTransform(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, const FTransform& DrawTransform, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f); /* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryLocation(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f);

【UE4 C++】绘制函数 Debug drawing functions的更多相关文章

  1. MATLAB绘制函数图

    序言 Matlab可以根据用户给出的数据绘制相应的函数图.对于单个2D函数图,需要给出一个行向量x作为函数图上离散点集的横坐标,以及一个与x列数一样的横坐标y作为函数图上点集的纵坐标. 向量x和y的取 ...

  2. 学习windows编程 day3 之窗口绘画二:边框绘制函数

    #include <windows.h> LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM l ...

  3. ES6 箭头函数(Arrow Functions)

    ES6 箭头函数(Arrow Functions) ES6 可以使用 "箭头"(=>)定义函数,注意是函数,不要使用这种方式定义类(构造器). 一.语法 具有一个参数的简单函 ...

  4. iOS 基础函数解析 - Foundation Functions Reference

    iOS 基础函数解析 - Foundation Functions Reference 太阳火神的漂亮人生 (http://blog.csdn.net/opengl_es) 本文遵循"署名- ...

  5. PHP基础知识之————匿名函数(Anonymous functions)

    匿名函数(Anonymous functions),也叫闭包函数(closures),允许 临时创建一个没有指定名称的函数.最经常用作回调函数(callback)参数的值.当然,也有其它应用的情况. ...

  6. JSTL1.1函数标签库(functions)如fn:length

    JSTL1.1函数标签库(functions)如fn:length 分类: java ssh22012-06-11 09:02 313人阅读 评论(1) 收藏 举报 stringcharacterxm ...

  7. C语言提高 (7) 第七天 回调函数 预处理函数DEBUG 动态链接库

    链表就是一个结构体 指针指向自身结构体类型 双向链表插入的时候 先改变自身 再改变两边 双向链表删除的时候 先改变两边 再改变自己 逆序一个单向链表 回调函数 指向函数的指针 4链表的遍历回调用法 / ...

  8. SQL--合计函数(Aggregate functions):avg,count,first,last,max,min,sum

    SQL--合计函数(Aggregate functions):avg,count,first,last,max,min,sum avg() 函数 定义和用法 AVG 函数返回数值列的平均值.NULL ...

  9. python之绘制函数pyplot初探

    我们想将我们手里的数据通过图形的方式展示出来,这样我们更直观的,更可以发现数据带给我们的信息.今天给大家介绍要给python中pyplot绘制函数.一般我们想将手里的数据绘制成图形,分为四大步:1.准 ...

随机推荐

  1. Docker之Alpine制作jre镜像(瘦身)+自定义镜像上传阿里云

    alpine制作jdk镜像 alpine Linux简介 1.Alpine Linux是一个轻型Linux发行版,它不同于通常的Linux发行版,Alpine采用了musl libc 和 BusyBo ...

  2. JS_DOM操作之操作标签

    <标签名 属性1="属性值1" 属性2="属性值2"-->文本</标签名> 1 - 文本操作 <div class="c ...

  3. 远程桌面连接(mstsc)全攻略

    打算从今天开始,写一写我经常用的,有长时间使用经验的东西,与大家分享,就从mstsc开始吧! mstsc应该是在Windows中,除了calc.cmd.notepad.mspaint,我使用率最高的系 ...

  4. 使用Git上传项目到GitHub仓库

    GitHub账号注册很长时间了,但是没怎么上传过东西.今天学习如何利用Git工具将代码上传到GitHub,了解了一些常用命令 $ git config --global user.name " ...

  5. 【OI】C++STL初步 排序与检索

    从紫皮书过来的,但是书中内容讲的比较简洁,做一点补充笔记. 一.排序(sort函数) 头文件:<algorithm> 语法:sort(start,end,cmp); start,end必须 ...

  6. PHP中的文件对比扩展

    文件对比这个扩展现在用得比较少,因为大部分情况下我们都在使用一些代码管理工具,比如 Git 或者 Svn 之类的,其实它的作用就非常类似这类工具,另外还有一个非常常用的 Beyond Compare ...

  7. Win7 ASP连接数据库“未找到提供程序.该程序可能未正确安装”问题

    是自己装的64位Windows 7系统的原因,默认64位环境下,IIS应用程序池未启用32位应用程序,我们只需要启用一下就可以了.打开IIS 7,定位到"应用程序池",然后选择使用 ...

  8. phpstorm 配置Psr4 风格代码

    http://www.cnblogs.com/xp796/p/6441700.html

  9. HTML 网页开发、CSS 基础语法——十二.CSS选择器

    选择器 基础选择器:标签选择器,id选择器,类选择器,通配符选择器 高级选择器:后代选择器,交集选择器,并集选择器 1. 标签选择器: • 优点:可以选中所有的同名标签,设置所有同名标签的公共样式. ...

  10. [gdoi2018 day1]小学生图论题【分治NTT】

    正题 题目大意 一张随机的\(n\)个点的竞赛图,给出它的\(m\)条相互无交简单路径,求这张竞赛图的期望强联通分量个数. \(1\leq n,m\leq 10^5\) 解题思路 先考虑\(m=0\) ...