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API > API/Runtime > API/Runtime/MassEntity > API/Runtime/MassEntity/FMassDebugger
| Name | FEnvironment |
| Type | struct |
| Header File | /Engine/Source/Runtime/MassEntity/Public/MassDebugger.h |
| Include Path | #include "MassDebugger.h" |
Syntax
struct FEnvironment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEnvironment
(
FMassEntityManager& InEntityManager |
MassDebugger.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FEnvironment() |
MassDebugger.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasBreakpoint | bool | MassDebugger.h | ||
| Breakpoints | TArray< UE::Mass::Debug::FBreakpoint > | MassDebugger.h | ||
| EntityManager | TWeakPtr< const FMassEntityManager > | MassDebugger.h | ||
| FragmentsWithBreakpoints | TSet< TObjectKey< const UScriptStruct > > | MassDebugger.h | ||
| HighlightedEntity | FMassEntityHandle | MassDebugger.h | ||
| MutableEntityManager | TWeakPtr< FMassEntityManager > | MassDebugger.h | ||
| ProcessorProviders | TMap< FName, UE::Mass::Debug::FProcessorProviderFunction > | MassDebugger.h | ||
| ProcessorsWithBreakpoints | TSet< TObjectKey< const UMassProcessor > > | Quick lookup to skip processors and fragments with no breakpoints set | MassDebugger.h | |
| SelectedEntity | FMassEntityHandle | MassDebugger.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearBreakpoints() |
MassDebugger.h | ||
UE::Mass::Debug::FBreakpoint * FindBreakpointByHandle
(
UE::Mass::Debug::FBreakpointHandle Handle |
MassDebugger.h | ||
bool IsValid() |
MassDebugger.h |