| UObjectBase
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Module |
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Header |
/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebuggerPlayerManager.h |
Include |
#include "GameplayDebuggerPlayerManager.h" |
class AGameplayDebuggerPlayerManager :
public AActor,
public FTickableGameObject
Name | Description | ||
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uint32: 1 |
bHasAuthority |
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uint32: 1 |
bInitialized |
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uint32: 1 |
bIsLocal |
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EditorWorldData |
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PendingRegistrations |
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PlayerData |
Name | Description | |
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AGameplayDebuggerPlayerManager ( |
Name | Description | ||
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AGameplayDeb... |
GetCurrent ( |
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UGameplayDeb... |
GetEditorController() |
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UInputCompon... |
GetInputComponent ( |
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UGameplayDeb... |
GetLocalController ( |
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const FGamep... |
GetPlayerData ( |
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AGameplayDeb... |
GetReplicator ( |
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GetViewPoint ( |
Extracts view location and direction from a player controller that can be used for picking |
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Init() |
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RefreshInputBindings |
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RegisterReplicator |
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UpdateAuthReplicators() |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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Tick ( |
Function called every frame on this Actor. |
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TickActor ( |
Dispatches the once-per frame Tick() function for this actor |
Name | Description | ||
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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UWorld * |
GetTickableGameObjectWorld() |
We're ticking only the manager only when in editor FTickableGameObject begin |
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Virtual that can be overloaded by the inheriting class. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |