How to use PDI drawing?

#DrawDebugHelpers.h

If you just want to draw a wire sphere you can do that right now, without direct access to PDI, using the DrawDebug version!

/** Draw a debug sphere */
ENGINE_API void DrawDebugSphere(const UWorld* InWorld, FVector const& Center, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);

You just type the function directly, it is ENGINE_API

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.

/**
 * DrawDebugHelpers.h
 */


#pragma once

/** Flush persistent lines */
ENGINE_API void FlushPersistentDebugLines(const UWorld* InWorld);
/** Draw a debug line */
ENGINE_API void DrawDebugLine(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0, float Thickness = 0.f);
/** Draw a debug point */
ENGINE_API void DrawDebugPoint(const UWorld* InWorld, FVector const& Position, float Size, FColor const& PointColor, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw directional arrow **/
ENGINE_API void DrawDebugDirectionalArrow(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, float ArrowSize, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug box */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug box with rotation */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, const FQuat & Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug coordinate system */
ENGINE_API void DrawDebugCoordinateSystem(const UWorld* InWorld, FVector const& AxisLoc, FRotator const& AxisRot, float Scale, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug Circle */
ENGINE_API void DrawDebugCircle(const UWorld* InWorld, const FMatrix& TransformMatrix, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug 2D donut */
ENGINE_API void DrawDebug2DDonut(const UWorld* InWorld, const FMatrix& TransformMatrix, float InnerRadius, float OuterRadius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug sphere */
ENGINE_API void DrawDebugSphere(const UWorld* InWorld, FVector const& Center, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug cylinder */
ENGINE_API void DrawDebugCylinder(const UWorld* InWorld, FVector const& Start, FVector const& End, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugCone(const UWorld* InWorld, FVector const& Origin, FVector const& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FColor const& Color, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Used by gameplay when defining a cone by a vertical and horizontal dot products. */
ENGINE_API void DrawDebugAltCone(const UWorld* InWorld, FVector const& Origin, FRotator const& Rotation, float Length, float AngleWidth, float AngleHeight, FColor const& DrawColor, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority=0);
ENGINE_API void DrawDebugString(const UWorld* InWorld, FVector const& TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FColor const& TextColor = FColor::White, float Duration = -1.000000);
ENGINE_API void DrawDebugFrustum(const UWorld* InWorld, const FMatrix& FrustumToWorld, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a capsule using the LineBatcher */
ENGINE_API void DrawDebugCapsule(const UWorld* InWorld, FVector const& Center, float HalfHeight, float Radius, const FQuat & Rotation, FColor const& Color, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug camera shape.  FOV is full angle in degrees. */
ENGINE_API void DrawDebugCamera(const UWorld* InWorld, FVector const& Location, FRotator const& Rotation, float FOVDeg, float Scale=1.f, FColor const& Color=FColor::White, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void FlushDebugStrings(const UWorld* InWorld);

ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FQuat const& Rotation, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugMesh(const UWorld* InWorld, TArray<FVector> const& Verts, TArray<int32> const& Indices, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, float Size, FColor const& Color, bool bPersistent=false, float LifeTime=-1, uint8 DepthPriority = 0);

:slight_smile:

#Drawing to PDI

I explain how I got access to the PDI (After many hours of hunting) here;

[Video] The Power & Grace of UE4 C++: Dynamic Rendering of HD Torus Knots (for fun) - C++ - Unreal Engine Forums[

I am quite curious if there is some easier way, my only solution was to actually make UPrimitiveComponent and draw to its PDI

Rama