UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SkinnedMeshDebugView.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "RenderGraphFwd.h"
8#include "MeshPassProcessor.h"
9
10#if UE_ENABLE_DEBUG_DRAWING
11
13{
15 uint32 BoneCount = 0;
16 uint32 InstanceCount = 0;
17};
18
20{
21public:
23
24 virtual void SubscribeToPostProcessingPass(EPostProcessingPass PassId, const FSceneView& View, FAfterPassCallbackDelegateArray& InOutPassCallbacks, bool bIsPassEnabled) override;
25
27
28 void RenderSkeletons(class FRDGBuilder& GraphBuilder, const class FSceneView& View, const struct FScreenPassRenderTarget& Output);
29
30 static void Init()
31 {
32 Instance = FSceneViewExtensions::NewExtension<FSkinnedMeshDebugViewExtension>();
33 }
34
35private:
37};
38
39#endif
40
41static void InitSkinnedMeshDebugViewExtension()
42{
43#if UE_ENABLE_DEBUG_DRAWING
44 FSkinnedMeshDebugViewExtension::Init();
45#endif
46}
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
void Init()
Definition LockFreeList.h:4
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition SceneViewExtension.h:266
Definition RenderGraphBuilder.h:49
Definition SceneViewExtension.h:274
Definition SceneView.h:1425
virtual void SubscribeToPostProcessingPass(EPostProcessingPass Pass, const FSceneView &InView, FPostProcessingPassDelegateArray &InOutPassCallbacks, bool bIsPassEnabled)
Definition SceneViewExtension.h:217
Definition Array.h:670
Definition SharedPointer.h:692
U16 Index
Definition radfft.cpp:71
Definition MeshPassProcessor.h:1559
Definition PostProcessMaterialInputs.h:45
Definition ScreenPass.h:83
Definition ScreenPass.h:41