UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::GizmoRenderingUtil::FSimpleConstantViewScaleAdjuster Class Reference

#include <ViewBasedTransformAdjusters.h>

+ Inheritance diagram for UE::GizmoRenderingUtil::FSimpleConstantViewScaleAdjuster:

Public Member Functions

virtual INTERACTIVETOOLSFRAMEWORK_API FTransform GetAdjustedComponentToWorld (const ISceneViewInterface &View, const FTransform &CurrentComponentToWorld) override
 
virtual INTERACTIVETOOLSFRAMEWORK_API FBoxSphereBounds GetViewIndependentBounds (const FTransform &LocalToWorld, const FBoxSphereBounds &OriginalBounds) override
 
- Public Member Functions inherited from UE::GizmoRenderingUtil::IViewBasedTransformAdjuster
virtual ~IViewBasedTransformAdjuster ()
 
virtual FTransform GetAdjustedComponentToWorld_RenderThread (const ISceneViewInterface &View, const FTransform &CurrentComponentToWorld)
 
virtual void UpdateWorldLocalState (bool bWorldIn)
 

Detailed Description

Adjuster that maintains same view size but otherwise keeps the component transform. Note that this will look wrong if the component is not at the gizmo origin, because the distance relative to gizmo origin won't be scaled. Use FGizmoSubComponentTransformAdjuster if that is needed.

Member Function Documentation

◆ GetAdjustedComponentToWorld()

FTransform UE::GizmoRenderingUtil::FSimpleConstantViewScaleAdjuster::GetAdjustedComponentToWorld ( const ISceneViewInterface View,
const FTransform CurrentComponentToWorld 
)
overridevirtual

Given the component location and the view information, gives the desired transform of the component.

Implements UE::GizmoRenderingUtil::IViewBasedTransformAdjuster.

◆ GetViewIndependentBounds()

FBoxSphereBounds UE::GizmoRenderingUtil::FSimpleConstantViewScaleAdjuster::GetViewIndependentBounds ( const FTransform LocalToWorld,
const FBoxSphereBounds OriginalBounds 
)
overridevirtual

Returns the transform that should be returned by a USceneComponent CalcBounds method, which can't know about the view. Although the default is to return the original bounds, any adjuster that scales the mesh arbitrarily large will probably need to return infinite bounds, whereas an adjuster that only changes orienation must account for any possible orientation. Note that returning infinite bounds causes the relevant components to no longer be frustum-culled, but this is acceptible for gizmos, which are typically few and on-screen.

Reimplemented from UE::GizmoRenderingUtil::IViewBasedTransformAdjuster.


The documentation for this class was generated from the following files: