EGameplayDebuggerCategoryState

GAMEPLAY DEBUGGER

Windows
MacOS
Linux

References

Module

GameplayDebugger

Header

/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebugger.h

Include

#include "GameplayDebugger.h"

Syntax

enum EGameplayDebuggerCategoryState
{
    EnabledInGameAndSimulate,
    EnabledInGame,
    EnabledInSimulate,
    Disabled,
    Hidden,
}

Values

Name

Description

EnabledInGameAndSimulate

EnabledInGame

EnabledInSimulate

Disabled

Hidden

Remarks

GAMEPLAY DEBUGGER

This tool allows easy on screen debugging of gameplay data, supporting client-server replication. Data is organized into named categories, which can be toggled during debugging.

To enable it, press Apostrophe key ([UGameplayDebuggerConfig::ActivationKey](API\Developer\GameplayDebugger\UGameplayDebuggerConfig\ActivationKey))

Category class:

Extension class:

  • derives from FGameplayDebuggerExtension

  • needs to be registered and unregistered manually by owning module

  • can define own input bindings

  • basically it's a stateless, not replicated, not drawn category, ideal for making e.g. different actor selection mechanic

Check FGameplayDebuggerCategory_BehaviorTree for implementation example. Check AIModule/Private/AIModule.cpp for registration example.

Remember to define WITH_GAMEPLAY_DEBUGGER=1 when adding module to your project's Build.cs! Check AIModule/AIModule.Build.cs for more details.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss