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API > API/Runtime > API/Runtime/GameplayDebugger
| Name | FGameplayDebuggerAddonBase |
| Type | class |
| Header File | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerAddonBase.h |
| Include Path | #include "GameplayDebuggerAddonBase.h" |
Syntax
class FGameplayDebuggerAddonBase : public TSharedFromThis< FGameplayDebuggerAddonBase >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FGameplayDebuggerAddonBase
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGameplayDebuggerAddonBase() |
GameplayDebuggerAddonBase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InputHandlers | TArray< FGameplayDebuggerInputHandler > | List of input handlers | GameplayDebuggerAddonBase.h | |
| RepOwner | TWeakObjectPtr< AGameplayDebuggerCategoryReplicator > | Replicator actor | GameplayDebuggerAddonBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWorld * GetDataWorld
(
const APlayerController* OwnerPC, |
Returns the first non-null world associated with, in order: OwnerPC, DebugActor, AGameplayDebuggerCategoryReplicator owner | GameplayDebuggerAddonBase.h | |
FGameplayDebuggerInputHandler & GetInputHandler
(
int32 HandlerId |
GameplayDebuggerAddonBase.h | ||
FString GetInputHandlerDescription
(
int32 HandlerId |
GameplayDebuggerAddonBase.h | ||
int32 GetNumInputHandlers() |
GameplayDebuggerAddonBase.h | ||
UWorld * GetWorldFromReplicator() |
GameplayDebuggerAddonBase.h | ||
virtual void OnGameplayDebuggerActivated() |
[ALL] called when gameplay debugger is activated | GameplayDebuggerAddonBase.h | |
virtual void OnGameplayDebuggerDeactivated() |
[ALL] called when gameplay debugger is deactivated | GameplayDebuggerAddonBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BindKeyPress
(
FName KeyName, |
Creates new key binding handler: single key press | GameplayDebuggerAddonBase.h | |
bool BindKeyPress
(
const FGameplayDebuggerInputHandlerConfig& InputConfig, |
Creates new key binding handler: customizable key press, stored in config files | GameplayDebuggerAddonBase.h | |
bool BindKeyPress
(
FName KeyName, |
Creates new key binding handler: key press with modifiers | GameplayDebuggerAddonBase.h | |
AActor * FindLocalDebugActor() |
Tries to find selected actor in local world | GameplayDebuggerAddonBase.h | |
AGameplayDebuggerCategoryReplicator * GetReplicator() |
Returns replicator actor | GameplayDebuggerAddonBase.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsSimulateInEditor() |
Check if simulate in editor mode is active | GameplayDebuggerAddonBase.h |