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API > API/Runtime > API/Runtime/GameplayDebugger
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AGameplayDebuggerCategoryReplicator
References
| Module | GameplayDebugger |
| Header | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerCategoryReplicator.h |
| Include | #include "GameplayDebuggerCategoryReplicator.h" |
Syntax
class AGameplayDebuggerCategoryReplicator : public AActor
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bHasAuthority | ||
| uint32: 1 | bIsEditorWorldReplicator | ||
| bool | bIsEnabled | ||
| uint32: 1 | bIsEnabledLocal | ||
| uint32: 1 | bIsLocal | ||
| uint32: 1 | bSendDataPacksUsingRPC | ||
| TArray< TSharedRef< FGameplayDebuggerCategory > > | Categories | Category objects | |
| FGameplayDebuggerDebugActor | DebugActor | ||
| TArray< TSharedRef< FGameplayDebuggerExtension > > | Extensions | Extension objects | |
| friend | FGameplayDebuggerNetPack | ||
| TObjectPtr< APlayerController > | OwnerPC | ||
| TObjectPtr< UGameplayDebuggerRenderingComponent > | RenderingComp | Rendering component needs to attached to some actor, and this is as good as any | |
| FGameplayDebuggerNetPack | ReplicatedData | ||
| TOptional< FVector > | ViewDirection | ||
| TOptional< FVector > | ViewLocation | ||
| FGameplayDebuggerVisLogSync | VisLogSync |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AGameplayDebuggerCategoryReplicator
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ClientDataPackPacket
(
const FGameplayDebuggerDataPackRPCParams& Params |
Helper function for optionally sending DataPackPackets as RPC's | |
| void | CollectCategoryData
(
bool bForce |
[AUTH] starts data collection | |
| TSharedRef< FGameplayDebuggerCategory > | GetCategory
(
int32 CategoryId |
Get category object | |
| AActor * | Get current debug actor | ||
| int16 | Get sync counter, increased with every change of DebugActor | ||
| FName | Get name of debug actor | ||
| TSharedRef< FGameplayDebuggerExtension > | GetExtension
(
int32 ExtensionId |
Get category object | |
| int32 | Get category count | ||
| int32 | Get extension count | ||
| APlayerController * | Get player controller owning this replicator | ||
| bool | GetViewPoint
(
FVector& OutViewLocation, |
Get view point information | |
| const FGameplayDebuggerVisLogSync & | |||
| bool | Check if debug actor was selected | ||
| void | Init () |
Called both from BeginPlay and InitForEditor to setup instance's internal | |
| void | |||
| bool | IsCategoryEnabled
(
int32 CategoryId |
Get category state | |
| bool | Returns true if this replicator has been created for an editor world | ||
| bool | IsEnabled () |
Get replicator state | |
| bool | IsLocal () |
Returns true if object was created for local player (client / standalone) | |
| bool | Indicates that a view matrix has been set for culling and picking instead of the associated controller view point | ||
| void | NotifyCategoriesToolState
(
bool bIsActive |
Send notifies to all categories about current tool state | |
| void | NotifyExtensionsToolState
(
bool bIsActive |
Send notifies to all categories about current tool state | |
| void | Notify about changes in known category set | ||
| void | Notify about changes in known extensions set | ||
| void | OnReceivedDataPackPacket
(
int32 CategoryId, |
[LOCAL] notify from CategoryData replication | |
| void | |||
| void | [ALL] reset view matrix that should be used for culling and picking to revert on the associated controller view point | ||
| void | SendCategoryInputEvent
(
int32 CategoryId, |
[ALL] send input event to category | |
| void | SendExtensionInputEvent
(
int32 ExtensionId, |
[ALL] send input event to extension | |
| void | |||
| void | ServerSendCategoryInputEvent
(
int32 CategoryId, |
Helper function for replicating input for category handlers | |
| void | ServerSendExtensionInputEvent
(
int32 ExtensionId, |
Helper function for replicating input for extension handlers | |
| void | ServerSetCategoryEnabled
(
int32 CategoryId, |
||
| void | ServerSetDebugActor
(
AActor* Actor, |
||
| void | ServerSetEnabled
(
bool bEnable |
||
| void | ServerSetViewPoint
(
const FVector& InViewLocation, |
||
| void | SetCategoryEnabled
(
int32 CategoryId, |
[ALL] set category state | |
| void | SetDebugActor
(
AActor* Actor, |
[ALL] set actor for debugging | |
| void | SetEnabled
(
bool bEnable |
[ALL] set replicator state | |
| void | SetReplicatorOwner
(
APlayerController* InOwnerPC |
[AUTH] set new owner | |
| void | SetViewPoint
(
const FVector& InViewLocation, |
[ALL] set view matrix that should be used for culling and picking instead of the associated controller view point |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| UNetConnection * | Get the owning connection used for communicating between client/server | ||
| bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection | |
| void | PreReplication
(
IRepChangedPropertyTracker& ChangedPropertyTracker |
Called on the actor right before replication occurs. | |
| void | TickActor
(
float DeltaTime, |
Dispatches the once-per frame Tick() function for this actor |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Always called immediately after properties are received from the remote. |
Constants
| Name | Description |
|---|---|
| NotifyDebuggerOwnerChange |