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