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API > API/Runtime > API/Runtime/GameplayDebugger
| Name | AGameplayDebuggerPlayerManager |
| Type | class |
| Header File | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerPlayerManager.h |
| Include Path | #include "GameplayDebuggerPlayerManager.h" |
Syntax
UCLASS (NotBlueprintable, NotBlueprintType, NotPlaceable, NotEditInlineNew, HideDropDown,
Transient, MinimalAPI)
class AGameplayDebuggerPlayerManager :
public AActor ,
public FTickableGameObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AGameplayDebuggerPlayerManager
- FTickableObjectBase → FTickableGameObject → AGameplayDebuggerPlayerManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AGameplayDebuggerPlayerManager
(
const FObjectInitializer& ObjectInitializer |
GameplayDebuggerPlayerManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayDebuggerLocalController * GetEditorController() |
GameplayDebuggerPlayerManager.h | ||
UInputComponent * GetInputComponent
(
const APlayerController& OwnerPC |
GameplayDebuggerPlayerManager.h | ||
UGameplayDebuggerLocalController * GetLocalController
(
const APlayerController& OwnerPC |
GameplayDebuggerPlayerManager.h | ||
const FGameplayDebuggerPlayerData * GetPlayerData
(
const APlayerController& OwnerPC |
GameplayDebuggerPlayerManager.h | ||
AGameplayDebuggerCategoryReplicator * GetReplicator
(
const APlayerController& OwnerPC |
GameplayDebuggerPlayerManager.h | ||
void Init() |
GameplayDebuggerPlayerManager.h | ||
void RefreshInputBindings
(
AGameplayDebuggerCategoryReplicator& Replicator |
GameplayDebuggerPlayerManager.h | ||
void RegisterReplicator
(
AGameplayDebuggerCategoryReplicator& Replicator |
GameplayDebuggerPlayerManager.h | ||
void UpdateAuthReplicators() |
GameplayDebuggerPlayerManager.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EndPlay
(
const EEndPlayReason::Type Reason |
GameplayDebuggerPlayerManager.h | ||
virtual void Tick
(
float DeltaTime |
GameplayDebuggerPlayerManager.h | ||
virtual void TickActor
(
float DeltaTime, |
GameplayDebuggerPlayerManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
GameplayDebuggerPlayerManager.h | ||
virtual void PostInitProperties() |
GameplayDebuggerPlayerManager.h |
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UWorld * GetTickableGameObjectWorld() |
We're ticking only the manager only when in editor FTickableGameObject begin | GameplayDebuggerPlayerManager.h | |
virtual bool IsTickableInEditor() |
GameplayDebuggerPlayerManager.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
GameplayDebuggerPlayerManager.h | ||
virtual ETickableTickType GetTickableTickType() |
GameplayDebuggerPlayerManager.h | ||
virtual bool IsTickable() |
Results in this instance not being ticked in any of the game worlds | GameplayDebuggerPlayerManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnGameModeLogout
(
AGameModeBase* GameMode, |
GameplayDebuggerPlayerManager.h | ||
void OnReplayScrubTeardown
(
UWorld* InWorld |
GameplayDebuggerPlayerManager.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
GameplayDebuggerPlayerManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static AGameplayDebuggerPlayerManager & GetCurrent
(
UWorld* World |
GameplayDebuggerPlayerManager.h | ||
static void GetViewPoint
(
const APlayerController& OwnerPC, |
Extracts view location and direction from a player controller that can be used for picking | GameplayDebuggerPlayerManager.h |