Editor gizmos

Editor Gizmos:

ABaseTransformGizmo

APivotTransformGizmo

UGizmoHandleMeshComponent

Result.bEditorPrimitiveRelevance = true;

FGizmoHandle

UGizmoHandleGroup

UAxisGizmoHandleGroup

UStretchGizmoHandleGroup

UStretchGizmoHandleGroup

PreviewMeshes:

ACameraRig_Rail

  • USplineComponent

  • USplineMeshComponent

  • USplineMeshComponent* CreateSplinePreviewSegment();

// overrides CameraComponent’s camera mesh

static ConstructorHelpers::FObjectFinder<UStaticMesh> EditorCameraMesh(TEXT(“/Engine/EditorMeshes/Camera/SM_CineCam.SM_CineCam”));

CameraMesh = EditorCameraMesh.Object;

static ConstructorHelpers::FObjectFinder<UStaticMesh> PlaneMesh(TEXT(“/Engine/ArtTools/RenderToTexture/Meshes/S_1_Unit_Plane.S_1_Unit_Plane”));

DebugFocusPlaneMesh = PlaneMesh.Object;

static ConstructorHelpers::FObjectFinder<UMaterial> PlaneMat(TEXT(“/Engine/EngineDebugMaterials/M_SimpleTranslucent.M_SimpleTranslucent”));

DebugFocusPlaneMaterial = PlaneMat.Object;

// Setup uniform scaling

UStaticMesh* UniformScaleMesh = nullptr;

{

static ConstructorHelpers::FObjectFinder<UStaticMesh> ObjectFinder( TEXT( “/Engine/VREditor/TransformGizmo/UniformScaleHandle” ) );

UniformScaleMesh = ObjectFinder.Object;

check( UniformScaleMesh != nullptr );

}

class UGizmoHandleMeshComponent* UGizmoHandleGroup::CreateMeshHandle( class UStaticMesh* HandleMesh, const FString& ComponentName )

{

const bool bAllowGizmoLighting = false;        // @todo vreditor: Not sure if we want this for gizmos or not yet. Needs feedback. Also they’re translucent right now.

UGizmoHandleMeshComponent* HandleComponent = CreateDefaultSubobject<UGizmoHandleMeshComponent>( *ComponentName );

check( HandleComponent != nullptr );

HandleComponent->SetStaticMesh( HandleMesh );

HandleComponent->SetMobility( EComponentMobility::Movable );

HandleComponent->SetupAttachment( this );

HandleComponent->SetCollisionEnabled( ECollisionEnabled::QueryOnly );

HandleComponent->SetCollisionResponseToAllChannels( ECR_Ignore );

HandleComponent->SetCollisionResponseToChannel( COLLISION_GIZMO, ECollisionResponse::ECR_Block );

HandleComponent->SetCollisionObjectType( COLLISION_GIZMO );

HandleComponent->bGenerateOverlapEvents = false;

HandleComponent->SetCanEverAffectNavigation( false );

HandleComponent->bCastDynamicShadow = bAllowGizmoLighting;

HandleComponent->bCastStaticShadow = false;

HandleComponent->bAffectDistanceFieldLighting = bAllowGizmoLighting;

HandleComponent->bAffectDynamicIndirectLighting = bAllowGizmoLighting;

//HandleComponent->bUseEditorCompositing = true;

return HandleComponent;

}


Last update: March 10, 2020