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API > API/Runtime > API/Runtime/GameplayDebugger
Inheritance Hierarchy
- TSharedFromThis
- FGameplayDebuggerAddonBase
- FGameplayDebuggerCategory
References
| Module | GameplayDebugger |
| Header | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerCategory.h |
| Include | #include "GameplayDebuggerCategory.h" |
Syntax
class FGameplayDebuggerCategory : public FGameplayDebuggerAddonBase
Remarks
Single category of visual debugger tool
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bAllowLocalDataCollection | False by default. | |
| uint32: 1 | bShowCategoryName | Include category name in drawn messages | |
| uint32: 1 | bShowDataPackReplication | Include data pack replication details in drawn messages | |
| uint32: 1 | bShowOnlyWithDebugActor | Draw category only when DebugActor is present | |
| uint32: 1 | bShowUpdateTimer | Include remaining time to next data collection in drawn messages | |
| float | CollectDataInterval | Update interval, 0 = each tick |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddShape
(
const FGameplayDebuggerShape& Shape |
[AUTH] adds shape to replicated data | |
| void | AddTextLine
(
const FString& TextLine |
[AUTH] adds line of text tagged with {color} to replicated data | |
| void | CollectData
(
APlayerController* OwnerPC, |
[AUTH] gather data for replication | |
| FDebugRenderSceneProxy * | CreateDebugSceneProxy
(
const UPrimitiveComponent* InComponent, |
[LOCAL] creates a scene proxy for more advanced debug rendering | |
| void | DrawCategory
(
APlayerController* OwnerPC, |
[LOCAL] draw category | |
| void | DrawData
(
APlayerController* OwnerPC, |
[LOCAL] draw collected data | |
| void | [AUTH] force data collection on next update | ||
| FName | [ALL] get name of category | ||
| FGameplayDebuggerDataPack::FHeader | GetDataPackHeaderCopy
(
int32 DataPackId |
||
| float | GetDataPackProgress
(
int32 DataPackId |
||
| int32 | |||
| TArray< FString > | Temporary functions for compatibility, will be removed soon | ||
| TArray< FGameplayDebuggerShape > | |||
| FString | [LOCAL] preferred view flag for creating scene proxy | ||
| bool | GetViewPoint
(
const APlayerController* OwnerPC, |
Returns view location and direction from replicated data if available or will extract it from the provided player controller. | |
| bool | [ALL] check if category has authority (collects data) | ||
| bool | [ALL] check if category is enabled | ||
| bool | [ALL] check if category header should be drawn | ||
| bool | [ALL] check if category is local (present data) | ||
| bool | IsDataPackReplicating
(
int32 DataPackId |
||
| 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 | |
| void | MarkDataPackDirty
(
int32 DataPackId |
[AUTH] marks data pack as needing replication | |
| void | [LOCAL] requests new scene proxy | ||
| void | OnDataPackReplicated
(
int32 DataPackId |
[LOCAL] called after successful replication of entire data pack to client | |
| void | [ALL] Clears out accumulated replicated data. | ||
| 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 | |
| bool | [LOCAL] | ||
| bool | ShouldDrawCategory
(
bool bHasDebugActor |
[LOCAL] check if category should be drawn | |
| bool | [LOCAL] check if data pack replication status |