Bounded vertical route partition / streaming for handcrafted spiral climb maps (Only Up / Only Climb). Not World Partition, not Level Instances as core arch. - Z-cell segmentation + optional XY subcells, editor builder + commandlet - NonDestructive visibility backend + streaming-level backend - Offline HLOD proxies: MergedMesh / SimplifiedProxy (ProxyLOD) - Universal Level Instance + Packed Level Actor + HISM support (flatten+merge) - Vertical-aware runtime streamer (full/preload/HLOD/unload, hysteresis, velocity prediction, fall-risk), WP-style debug viz + vp.* console - Safe-by-default: only static decor streams; sky/lights/gameplay stay persistent Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
32 lines
1.1 KiB
C++
32 lines
1.1 KiB
C++
// Copyright IHY. Vertical Partition Streaming plugin.
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//
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// World-Partition-style debug: coloured cell boxes, ids, actor counts, problem
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// actor highlights, and an on-screen runtime overlay. Driven by the vp.Debug /
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// vp.DebugDraw / vp.DebugOverlay console variables (and the volume's debug flags).
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "VerticalPartitionDebugComponent.generated.h"
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class UVerticalPartitionRuntimeSubsystem;
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UCLASS(ClassGroup=(VerticalPartition), meta=(BlueprintSpawnableComponent))
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class VERTICALPARTITION_API UVerticalPartitionDebugComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UVerticalPartitionDebugComponent();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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/** 3D coloured cell boxes + ids + counts (the spec's DrawDebugCells). */
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void DrawDebugCells(UVerticalPartitionRuntimeSubsystem* Sub) const;
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/** On-screen text block of FVerticalRuntimeStats. */
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void DrawOverlay(UVerticalPartitionRuntimeSubsystem* Sub) const;
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private:
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UVerticalPartitionRuntimeSubsystem* GetSub() const;
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};
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