// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "GameplayDebuggerAddonBase.h" #include "GameplayDebuggerCategoryReplicator.h" #if WITH_EDITOR #include "Editor/EditorEngine.h" #endif AActor* FGameplayDebuggerAddonBase::FindLocalDebugActor() const { AGameplayDebuggerCategoryReplicator* RepOwnerOb = RepOwner.Get(); return RepOwnerOb ? RepOwnerOb->GetDebugActor() : nullptr; } AGameplayDebuggerCategoryReplicator* FGameplayDebuggerAddonBase::GetReplicator() const { return RepOwner.Get(); } FString FGameplayDebuggerAddonBase::GetInputHandlerDescription(int32 HandlerId) const { return InputHandlers.IsValidIndex(HandlerId) ? InputHandlers[HandlerId].ToString() : FString(); } void FGameplayDebuggerAddonBase::OnGameplayDebuggerActivated() { // empty in base class } void FGameplayDebuggerAddonBase::OnGameplayDebuggerDeactivated() { // empty in base class } bool FGameplayDebuggerAddonBase::IsSimulateInEditor() { #if WITH_EDITOR extern UNREALED_API UEditorEngine* GEditor; return GIsEditor && (GEditor->bIsSimulateInEditorQueued || GEditor->bIsSimulatingInEditor); #endif return false; }