Navigation
API > API/Plugins > API/Plugins/Gauntlet
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
| Type | Name | Description | |
|---|---|---|---|
| void | BroadcastStateChange
(
FName NewState |
Manually Broadcasts a state change to all current Gauntlet controllers. | |
| FName | Returns the current state | ||
| T * | Templated casty version of the above | ||
| UGauntletTestController * | GetTestController
(
UClass* ControllerClass |
Returns the first controller (if any) matching the provided name | |
| double | Returns the time spent in the current state | ||
| void | MarkHeartbeatActive
(
const FString& OptionalStatusMessage |
Mark the next heartbeat as active. | |
| void | SetGameStateToTestStateMapping
(
const TMap< UClass*, FName >& Mapping |
This is a convenient way of binding a list of AGameState types to your own state defines. | |
| void | SetScreenshotPeriod
(
float Period |
Sets the rate for screenshots to be taken (default = 0) | |
| void | SetWorldToTestStateMapping
(
const TMap< FString, FName >& Mapping |
This is a convenient way of binding a list of maps types to your own state defines. |