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Tick In Editor (Component)

Hi, I've derived a component class from USplineComponent, my intention is to be able to draw various debug information (boxes, text) relating to the spline position and it's surroundings.

How exactly do I enable this component to tick in the editor? I have enabled the bTickInEditor class and have tried pretty much everything

Any help is appreciated, Thanks

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asked Aug 27 '14 at 11:49 AM in C++ Programming

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Braeden
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avatar image Braeden Aug 28 '14 at 06:37 AM

Come to the conclusion that there is basically no way to do this properly as far as I can see, If anyone else wants to investigate feel free ;-)

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2 answers: sort voted first

Scene Proxy

If you make your own scene proxy for your component you can draw stuff all day, and it will even appear in the components tab!

This is way better than trying to tick in editor, I've had lots of fPS issues with ticking and drawing debug in editor

Scene proxy is the way to go

Then you use the PDI drawing functions found in SceneManagement.h

The Dynamic Mesh code has an example of using a custom scene proxy!

https://wiki.unrealengine.com/Procedural_Mesh_Generation

Rama

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answered Aug 28 '14 at 07:03 PM

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Rama
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I think the issue is that I'm deriving my class from USplineComponent which doesn't actually have any methods for creating scene proxies, is there any way around this?

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answered Aug 29 '14 at 04:27 AM

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Braeden
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