Showing posts with label multithreaded. Show all posts
Showing posts with label multithreaded. Show all posts

Tuesday, November 26, 2019

Use Ue4's DrawDebugSphere in AnimNode

When we use DrawDebugSphere function for debugging, it is working well but when you are trying to use it in anim node's function it will be a problem.

Basically AnimNode will be updated multithreaded so if you want to use DrawDebugSphere in AnimNode then you should use AnimDrawDebugSphere instead.

It will reserve all the command in local TArray and then processed correctly.


Context.AnimInstanceProxy->AnimDrawDebugSphere(outTransform.GetLocation(), 3.f, 32, FColor::Green, false, 1.0f);


Use like above.

Task in UnrealEngine

 https://www.youtube.com/watch?v=1lBadANnJaw