FGauntletModule

Main Gauntlet Module.

Windows
MacOS
Linux

Inheritance Hierarchy

IModuleInterface

FGauntletModule

References

Module

Gauntlet

Header

/Engine/Plugins/Experimental/Gauntlet/Source/Gauntlet/Public/GauntletModule.h

Include

#include "GauntletModule.h"

Syntax

class FGauntletModule : public IModuleInterface

Remarks

Main Gauntlet Module. This is module is responsible for managing its underlying controllers and propagating events and state changes to them as necessary.

After initialization you should be prepared to feed this module with states that your controllers can respond to. This can be done either manually (BroadcastStateChange), through one of the helpers (e.g. SetGameStateToTestStateMapping), or a combination of both.

Functions

Name Description

Public function

void

 

BroadcastStateChange

(
    FName NewState
)

Manually Broadcasts a state change to all current Gauntlet controllers.

Public function Const

FName

 

GetCurrentState()

Returns the current state

Public function

T *

 

GetTestController()

Templated casty version of the above

Public function

UGauntletTes...

 

GetTestController

(
    UClass* ControllerClass
)

Returns the first controller (if any) matching the provided name

Public function Const

double

 

GetTimeInCurrentState()

Returns the time spent in the current state

Public function

void

 

MarkHeartbeatActive

(
    const FString& OptionalStatusMessa...
)

Mark the next heartbeat as active.

Public function

void

 

SetGameStateToTestStateMapping

(
    const TMap< UClass*, FName >&...
)

This is a convenient way of binding a list of AGameState types to your own state defines.

Public function

void

 

SetScreenshotPeriod

(
    float Period
)

Sets the rate for screenshots to be taken (default = 0)

Public function

void

 

SetWorldToTestStateMapping

(
    const TMap< FString, FName >& Mapp...
)

This is a convenient way of binding a list of maps types to your own state defines.

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