FGameplayDebuggerCategory

Single category of visual debugger tool

Windows
MacOS
Linux

Inheritance Hierarchy

TSharedFromThis

FGameplayDebuggerAddonBase

FGameplayDebuggerCategory

References

Module

GameplayDebugger

Header

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

Include

#include "GameplayDebuggerCategory.h"

Syntax

class FGameplayDebuggerCategory : public FGameplayDebuggerAddonBase

Remarks

Single category of visual debugger tool

Variables

Name Description

Protected variable

uint32: 1

 

bShowCategoryName

Include category name in drawn messages

Protected variable

uint32: 1

 

bShowDataPackReplication

Include data pack replication details in drawn messages

Protected variable

uint32: 1

 

bShowOnlyWithDebugActor

Draw category only when DebugActor is present

Protected variable

uint32: 1

 

bShowUpdateTimer

Include remaining time to next data collection in drawn messages

Protected variable

float

 

CollectDataInterval

Update interval, 0 = each tick

Constructors

Name Description

Public function

FGameplayDebuggerCategory()

Destructors

Name Description

Public function Virtual

~FGameplayDebuggerCategory()

Functions

Name Description

Public function

void

 

AddShape

(
    const FGameplayDebuggerShape& Shap...
)

[AUTH] adds shape to replicated data

Public function

void

 

AddTextLine

(
    const FString& TextLine
)

[AUTH] adds line of text tagged with {color} to replicated data

Public function Virtual

void

 

CollectData

(
    APlayerController* OwnerPC,
    AActor* DebugActor
)

[AUTH] gather data for replication

Public function Virtual

FDebugRender...

 

CreateDebugSceneProxy

(
    const UPrimitiveComponent* InC...,
    FDebugDrawDelegateHelper*& Out...
)

[LOCAL] creates a scene proxy for more advanced debug rendering

Public function

void

 

DrawCategory

(
    APlayerController* OwnerPC,
    FGameplayDebuggerCanvasContext& Ca...
)

[LOCAL] draw category

Public function Virtual

void

 

DrawData

(
    APlayerController* OwnerPC,
    FGameplayDebuggerCanvasContext& Ca...
)

[LOCAL] draw collected data

Protected function

void

 

ForceImmediateCollect()

[AUTH] force data collection on next update

Public function Const

FName

 

GetCategoryName()

[ALL] get name of category

Public function Const

FGameplayDeb...

 

GetDataPackHeaderCopy

(
    int32 DataPackId
)

Public function Const

float

 

GetDataPackProgress

(
    int32 DataPackId
)

Public function Const

int32

 

GetNumDataPacks()

Public function Const

TArray< FStr...

 

GetReplicatedLinesCopy()

Temporary functions for compatibility, will be removed soon

Public function Const

TArray< FGam...

 

GetReplicatedShapesCopy()

Protected function Const

FString

 

GetSceneProxyViewFlag()

[LOCAL] preferred view flag for creating scene proxy

Protected function Const

bool

 

GetViewPoint

(
    const APlayerController* Owner...,
    FVector& OutViewLocation,
    FVector& OutViewDirection
)

Returns view location and direction from replicated data if available or will extract it from the provided player controller.

Public function Const

bool

 

IsCategoryAuth()

[ALL] check if category has authority (collects data)

Public function Const

bool

 

IsCategoryEnabled()

[ALL] check if category is enabled

Public function Const

bool

 

IsCategoryHeaderVisible()

[ALL] check if category header should be drawn

Public function Const

bool

 

IsCategoryLocal()

[ALL] check if category is local (present data)

Public function Const

bool

 

IsDataPackReplicating

(
    int32 DataPackId
)

Protected function Static

bool

 

IsLocationInViewCone

(
    const FVector& ViewLocation,
    const FVector& ViewDirection,
    const FVector& TargetLocation
)

Indicates if a given location is within a vision cone built from provided view location and direction based on MaxViewDistance and MaxViewAngle from GameplayDebuggerUserSettings

Protected function

void

 

MarkDataPackDirty

(
    int32 DataPackId
)

[AUTH] marks data pack as needing replication

Protected function

void

 

MarkRenderStateDirty()

[LOCAL] requests new scene proxy

Public function Virtual

void

 

OnDataPackReplicated

(
    int32 DataPackId
)

[LOCAL] called after successful replication of entire data pack to client

Protected function

int32

 

SetDataPackReplication

(
    T* DataPackAddr,
    EGameplayDebuggerDataPack Flags
)

[ALL] sets up DataPack replication, needs address of property holding data, DataPack's struct must define Serialize(FArchive& Ar) function returns DataPackId

Public function Const

bool

 

ShouldDrawCategory

(
    bool bHasDebugActor
)

[LOCAL] check if category should be drawn

Public function Const

bool

 

ShouldDrawReplicationStatus()

[LOCAL] check if data pack replication status