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API > API/Plugins > API/Plugins/Gauntlet
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.
| Name | FGauntletModule |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Gauntlet/Source/Gauntlet/Public/GauntletModule.h |
| Include Path | #include "GauntletModule.h" |
Syntax
class FGauntletModule : public IModuleInterface
Implements Interfaces
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BroadcastStateChange
(
FName NewState |
Manually Broadcasts a state change to all current Gauntlet controllers. | GauntletModule.h | |
FName GetCurrentState() |
Returns the current state | GauntletModule.h | |
T * GetTestController () |
Templated casty version of the above | GauntletModule.h | |
UGauntletTestController * GetTestController
(
UClass* ControllerClass |
Returns the first controller (if any) matching the provided name | GauntletModule.h | |
double GetTimeInCurrentState() |
Returns the time spent in the current state | GauntletModule.h | |
void MarkHeartbeatActive
(
const FString& OptionalStatusMessage |
Mark the next heartbeat as active. | GauntletModule.h | |
void SetGameStateToTestStateMapping
(
const TMap< UClass*, FName >& Mapping |
This is a convenient way of binding a list of AGameState types to your own state defines. | GauntletModule.h | |
void SetScreenshotPeriod
(
float Period |
Sets the rate for screenshots to be taken (default = 0) | GauntletModule.h | |
void SetWorldToTestStateMapping
(
const TMap< FString, FName >& Mapping |
This is a convenient way of binding a list of maps types to your own state defines. | GauntletModule.h |