For a editor VP solution see Custom show flag
Component Visualizer
There is a struct called FComponentVisualizer
that seems to be used to draw/debug whatever you want for a specific component class.
See FConstraintComponentVisualizer::DrawVisualization
and FComponentVisualizersModule::StartupModule
for an example.
See zomg’s post for the base setup.
About
GUnrealEd
inStartupModule
As I found here
GUnrealEd
is null inStartupModule
if you are loading it to early. Load your module atPostEngineInit
phase to correct that. Or use the following delegate:FCoreDelegates::OnPostEngineInit.AddRaw(this, &FMyModule::OnPostEngineInit);
More details about it (with an example on Unity box collider 6 faces maker) here
Component visualizer’s are used in UUnrealEdEngine::DrawComponentVisualizers
, see also FSCSEditorViewportClient::Draw