AGameplayDebuggerPlayerManager

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

AGameplayDebuggerPlayerManager

References

Module

GameplayDebugger

Header

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

Include

#include "GameplayDebuggerPlayerManager.h"

Syntax

class AGameplayDebuggerPlayerManager :
    public AActor,
    public FTickableGameObject

Variables

Name Description

Protected variable

uint32: 1

 

bHasAuthority

Protected variable

uint32: 1

 

bInitialized

Protected variable

uint32: 1

 

bIsLocal

Protected variable

FGameplayDebugg...

 

EditorWorldData

Protected variable

TArray< TObject...

 

PendingRegistrations

Protected variable

TArray< FGamepl...

 

PlayerData

Constructors

Name Description

Public function

AGameplayDebuggerPlayerManager

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

AGameplayDeb...

 

GetCurrent

(
    UWorld* World
)

Public function Const

UGameplayDeb...

 

GetEditorController()

Public function Const

UInputCompon...

 

GetInputComponent

(
    const APlayerController& OwnerPC
)

Public function Const

UGameplayDeb...

 

GetLocalController

(
    const APlayerController& OwnerPC
)

Public function Const

const FGamep...

 

GetPlayerData

(
    const APlayerController& OwnerPC
)

Public function Const

AGameplayDeb...

 

GetReplicator

(
    const APlayerController& OwnerPC
)

Public function Static

void

 

GetViewPoint

(
    const APlayerController& OwnerPC,
    FVector& OutViewLocation,
    FVector& OutViewDirection
)

Extracts view location and direction from a player controller that can be used for picking

Public function

void

 

Init()

Public function

void

 

RefreshInputBindings

Public function

void

 

RegisterReplicator

Public function

void

 

UpdateAuthReplicators()

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Public function Virtual

void

 

TickActor

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorTickFunction& ThisTickFuncti...
)

Dispatches the once-per frame Tick() function for this actor

Overridden from UObject

Name Description

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

UWorld *

 

GetTickableGameObjectWorld()

We're ticking only the manager only when in editor FTickableGameObject begin

Public function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

ETickableTic...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Public function Virtual Const

bool

 

IsTickable()

Virtual that can be overloaded by the inheriting class.