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API > API/Runtime > API/Runtime/GameplayDebugger
Single category of visual debugger tool
| Name | FGameplayDebuggerCategory |
| Type | class |
| Header File | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerCategory.h |
| Include Path | #include "GameplayDebuggerCategory.h" |
Syntax
class FGameplayDebuggerCategory : public FGameplayDebuggerAddonBase
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FGameplayDebuggerAddonBase → FGameplayDebuggerCategory
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayDebuggerCategory() |
GameplayDebuggerCategory.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGameplayDebuggerCategory() |
GameplayDebuggerCategory.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasAuthority | uint32 | If set, this category object can collect data | GameplayDebuggerCategory.h | |
| bIsEnabled | uint32 | If set, this category object is enabled in debugger | GameplayDebuggerCategory.h | |
| bIsLocal | uint32 | If set, this category object can display data | GameplayDebuggerCategory.h | |
| CategoryId | int32 | Id number assigned to this category object | GameplayDebuggerCategory.h | |
| CategoryName | FName | Name of debugger category (auto assigned during category registration) | GameplayDebuggerCategory.h | |
| LastCollectDataTime | double | Timestamp of last update | GameplayDebuggerCategory.h | |
| ReplicatedDataPacks | TArray< FGameplayDebuggerDataPack > | List of replicated data packs | GameplayDebuggerCategory.h | |
| ReplicatedLines | TArray< FString > | List of replicated text lines, will be reset before CollectData call on AUTH | GameplayDebuggerCategory.h | |
| ReplicatedShapes | TArray< FGameplayDebuggerShape > | List of replicated shapes, will be reset before CollectData call on AUTH | GameplayDebuggerCategory.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddShape
(
const FGameplayDebuggerShape& Shape |
[AUTH] adds shape to replicated data | GameplayDebuggerCategory.h | |
void AddTextLine
(
const FString& TextLine |
[AUTH] adds line of text tagged with {color} to replicated data | GameplayDebuggerCategory.h | |
virtual void CollectData
(
APlayerController* OwnerPC, |
[AUTH] gather data for replication | GameplayDebuggerCategory.h | |
virtual FDebugRenderSceneProxy * CreateDebugSceneProxy
(
const UPrimitiveComponent* InComponent, |
[LOCAL] creates a scene proxy for more advanced debug rendering | GameplayDebuggerCategory.h | |
void DrawCategory
(
APlayerController* OwnerPC, |
[LOCAL] draw category | GameplayDebuggerCategory.h | |
virtual void DrawData
(
APlayerController* OwnerPC, |
[LOCAL] draw collected data | GameplayDebuggerCategory.h | |
FName GetCategoryName() |
[ALL] get name of category | GameplayDebuggerCategory.h | |
FGameplayDebuggerDataPack::FHeader GetDataPackHeaderCopy
(
int32 DataPackId |
GameplayDebuggerCategory.h | ||
float GetDataPackProgress
(
int32 DataPackId |
GameplayDebuggerCategory.h | ||
int32 GetNumDataPacks() |
GameplayDebuggerCategory.h | ||
| Temporary functions for compatibility, will be removed soon | GameplayDebuggerCategory.h | ||
TArray< FGameplayDebuggerShape > GetReplicatedShapesCopy() |
GameplayDebuggerCategory.h | ||
bool IsCategoryAuth() |
[ALL] check if category has authority (collects data) | GameplayDebuggerCategory.h | |
bool IsCategoryEnabled() |
[ALL] check if category is enabled | GameplayDebuggerCategory.h | |
bool IsCategoryHeaderVisible() |
[ALL] check if category header should be drawn | GameplayDebuggerCategory.h | |
bool IsCategoryLocal() |
[ALL] check if category is local (present data) | GameplayDebuggerCategory.h | |
bool IsDataPackReplicating
(
int32 DataPackId |
GameplayDebuggerCategory.h | ||
virtual void OnDataPackReplicated
(
int32 DataPackId |
[LOCAL] called after successful replication of entire data pack to client | GameplayDebuggerCategory.h | |
bool ShouldCollectDataOnClient() |
[LOCAL] | GameplayDebuggerCategory.h | |
bool ShouldDrawCategory
(
bool bHasDebugActor |
[LOCAL] check if category should be drawn | GameplayDebuggerCategory.h | |
bool ShouldDrawReplicationStatus() |
[LOCAL] check if data pack replication status | GameplayDebuggerCategory.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForceImmediateCollect() |
[AUTH] force data collection on next update | GameplayDebuggerCategory.h | |
FString GetSceneProxyViewFlag() |
[LOCAL] preferred view flag for creating scene proxy | GameplayDebuggerCategory.h | |
bool GetViewPoint
(
const APlayerController* OwnerPC, |
Returns view location and direction from replicated data if available or will extract it from the provided player controller. | GameplayDebuggerCategory.h | |
void MarkDataPackDirty
(
int32 DataPackId |
[AUTH] marks data pack as needing replication | GameplayDebuggerCategory.h | |
void MarkRenderStateDirty() |
[LOCAL] requests new scene proxy | GameplayDebuggerCategory.h | |
void ResetReplicatedData() |
[ALL] Clears out accumulated replicated data. | GameplayDebuggerCategory.h | |
int32 SetDataPackReplication
(
T* DataPackAddr, |
[ALL] sets up DataPack replication, needs address of property holding data, DataPack's struct must define Serialize(FArchive& Ar) function returns DataPackId | GameplayDebuggerCategory.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsLocationInViewCone
(
const FVector& ViewLocation, |
Indicates if a given location is within a vision cone built from provided view location and direction based on MaxViewDistance and MaxViewAngle from GameplayDebuggerUserSettings | GameplayDebuggerCategory.h |