FGameplayDebuggerAddonBase

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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 Const

UWorld *

 

GetDataWorld

(
    const APlayerController* Owner...,
    const AActor* DebugActor
)

Returns the first non-null world associated with, in order: OwnerPC, DebugActor, AGameplayDebuggerCategoryReplicator owner

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 Const

UWorld *

 

GetWorldFromReplicator()

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