FGameplayDebuggerAddonBase

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameplayDebugger

Header

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

Include

#include "GameplayDebuggerAddonBase.h"

Syntax

class FGameplayDebuggerAddonBase : public TSharedFromThis< FGameplayDebuggerAddonBase >

Destructors

Functions

Name Description

Protected function

bool

 

BindKeyPress

(
    FName KeyName,
    UserClass* KeyHandlerObject,
    typename FGameplayDebuggerInputHand...,
    EGameplayDebuggerInputMode InputMod...
)

Creates new key binding handler: single key press

Protected function

bool

 

BindKeyPress

(
    const FGameplayDebuggerInputHandler...,
    UserClass* KeyHandlerObject,
    typename FGameplayDebuggerInputHand...,
    EGameplayDebuggerInputMode InputMod...
)

Creates new key binding handler: customizable key press, stored in config files

Protected function

bool

 

BindKeyPress

(
    FName KeyName,
    FGameplayDebuggerInputModifier KeyM...,
    UserClass* KeyHandlerObject,
    typename FGameplayDebuggerInputHand...,
    EGameplayDebuggerInputMode InputMod...
)

Creates new key binding handler: key press with modifiers

Protected function Const

AActor *

 

FindLocalDebugActor()

Tries to find selected actor in local world

Public function

FGameplayDeb...

 

GetInputHandler

(
    int32 HandlerId
)

Public function Const

FString

 

GetInputHandlerDescription

(
    int32 HandlerId
)

Public function Const

int32

 

GetNumInputHandlers()

Protected function Const

AGameplayDeb...

 

GetReplicator()

Returns replicator actor

Public function Static

bool

 

IsSimulateInEditor()

Check if simulate in editor mode is active

Public function Virtual

void

 

OnGameplayDebuggerActivated()

[ALL] called when gameplay debugger is activated

Public function Virtual

void

 

OnGameplayDebuggerDeactivated()

[ALL] called when gameplay debugger is deactivated

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