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Single entry of a debug text item to render.
| Name | FDebugTextInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/DebugTextInfo.h |
| Include Path | #include "GameFramework/DebugTextInfo.h" |
Syntax
USTRUCT ()
struct FDebugTextInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDebugTextInfo() |
GameFramework/DebugTextInfo.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAbsoluteLocation | uint32 | Whether the offset should be treated as absolute world location of the string | GameFramework/DebugTextInfo.h | |
| bDrawShadow | uint32 | Whether to draw a shadow for the text | GameFramework/DebugTextInfo.h | |
| bKeepAttachedToActor | uint32 | If the actor moves does the text also move with it? | GameFramework/DebugTextInfo.h | |
| DebugText | FString | Text to display | GameFramework/DebugTextInfo.h | |
| Duration | float | Duration used to lerp desired offset | GameFramework/DebugTextInfo.h | |
| Font | TObjectPtr< UFont > | The Font which to display this as. Will Default to GetSmallFont() | GameFramework/DebugTextInfo.h | |
| FontScale | float | Scale to apply to font when rendering | GameFramework/DebugTextInfo.h | |
| OrigActorLocation | FVector | When we first spawn store off the original actor location for use with bKeepAttachedToActor | GameFramework/DebugTextInfo.h | |
| SrcActor | TObjectPtr< AActor > | AActor related to text item | GameFramework/DebugTextInfo.h | |
| SrcActorDesiredOffset | FVector | Desired offset to interpolate to | GameFramework/DebugTextInfo.h | |
| SrcActorOffset | FVector | Offset from SrcActor.Location to apply | GameFramework/DebugTextInfo.h | |
| TextColor | FColor | Text color | GameFramework/DebugTextInfo.h | |
| TimeRemaining | float | Time remaining for the debug text, -1.f == infinite | GameFramework/DebugTextInfo.h |
|
Functions
Public
See Also
-
AHud
-
AddDebugText()
-
RemoveDebugText() and DrawDebugTextList()