x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

FViewport::GetHitProxy always null

Hello, I'm trying to draw in game a spline and it's control point to do something close to what is done in editor by FSplineComponentVisualizer.

My issue is that I get always a nullptr from FViewport::GetHitProxy.

Looking what people asked before here I see that it's a common issue and nobody was able to reply with some sort of solution.

I'd like to understand what I should implement to get it working. Anybody can help?

Product Version: UE 4.21
Tags:
more ▼

asked Dec 12 '18 at 07:32 AM in C++ Programming

avatar image

pmess
1 1 2

avatar image pmess Dec 12 '18 at 01:59 PM

Is it normal that when I look for getting hit proxies from a viewport I get with FViewport* Viewport = GetWorld()->GetGameViewport()->Viewport; a Viewport/HitProxyMap/HitProxies that is NULL ?

alt text

avatar image pmess Dec 12 '18 at 02:03 PM

I'm adding the HitProxies in a

class FSplineIGESceneProxy : public FPrimitiveSceneProxy { // ... }

in

void FSplineIGESceneProxy::GetDynamicMeshElements(const TArray& Views, const FSceneViewFamily & ViewFamily, uint32 VisibilityMap, FMeshElementCollector & Collector) const { for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);

     FVector From = FVector(100, 100, 100);
     FVector To = FVector(200, 200, 100);

     PDI->SetHitProxy(NULL);

     PDI->SetHitProxy(new HIGEFromHitProxy(From));
     PDI->DrawPoint(From, FLinearColor(0, 1, 0), 20.f, SDPG_World);

     PDI->SetHitProxy(NULL);
     PDI->DrawLine(From, To, FLinearColor(1, 0, 0), SDPG_World);

     PDI->SetHitProxy(new HIGEToHitProxy(To));
     PDI->DrawPoint(To, FLinearColor(0, 0, 1), 20.f, SDPG_World);

     PDI->SetHitProxy(NULL);
 }

}

that is used by a derived from UPrimitiveComponent

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question