Debug Rendering Physics Constraints

In PIE, the currently-selected PhysicsConstraintActor has a nice debug visualization.
Unfortunately, there doesn’t seem to be a way to globally visualize physics constraints in-game other than selecting assets in the editor outliner.

The one place in 4.12 that looks at EngineShowFlags.Constraints is currently commented-out, and that’s only for skeletal meshes.

I’m wondering what the best way would be to hook the FConstraintComponentVisualizer up to EngineShowFlags.Constraints, or if I should go about it another way?

Thanks
-matt

Matt,

After speaking with others this seems like something we do plan to implement. To make sure it gets on the schedule I have created a JIRA here: UE-32640.

Unfortunately, these types of systems aren’t always straightforward to set up, so there’s no easy answer at this point.

Thanks,
Jon N.