// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "GameplayDebuggerPrivate.h" #include "GameplayDebuggingComponent.h" #include "GameplayDebuggingHUDComponent.h" #include "GameplayDebuggingReplicator.h" uint32 FGameplayDebuggerSettings::DebuggerShowFlags = (1 << EAIDebugDrawDataView::Basic) | (1 << EAIDebugDrawDataView::OverHead); uint32 FGameplayDebuggerSettings::ShowFlagIndex = 0; class FGameplayDebugger : public IGameplayDebugger { public: // Begin IModuleInterface virtual void StartupModule() override; virtual void ShutdownModule() override; // End IModuleInterface void WorldAdded(UWorld* InWorld); void WorldDestroyed(UWorld* InWorld); void OnLevelActorAdded(AActor* InActor); void OnLevelActorDeleted(AActor* InActor); }; IMPLEMENT_MODULE(FGameplayDebugger, GameplayDebugger) // This code will execute after your module is loaded into memory (but after global variables are initialized, of course.) void FGameplayDebugger::StartupModule() { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (GEngine) { GEngine->OnWorldAdded().AddRaw(this, &FGameplayDebugger::WorldAdded); GEngine->OnWorldDestroyed().AddRaw(this, &FGameplayDebugger::WorldDestroyed); GEngine->OnLevelActorAdded().AddRaw(this, &FGameplayDebugger::OnLevelActorAdded); GEngine->OnLevelActorDeleted().AddRaw(this, &FGameplayDebugger::OnLevelActorDeleted); } #endif } // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, // we call this function before unloading the module. void FGameplayDebugger::ShutdownModule() { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (GEngine) { GEngine->OnWorldAdded().RemoveAll(this); GEngine->OnWorldDestroyed().RemoveAll(this); GEngine->OnLevelActorAdded().RemoveAll(this); GEngine->OnLevelActorDeleted().RemoveAll(this); } #endif } void FGameplayDebugger::WorldAdded(UWorld* InWorld) { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (InWorld->GetNetMode() < ENetMode::NM_Client) { FActorSpawnParameters SpawnInfo; SpawnInfo.bNoCollisionFail = true; SpawnInfo.Name = TEXT("GameplayDebuggingReplicator"); AGameplayDebuggingReplicator *DestActor = InWorld->SpawnActor(SpawnInfo); } #endif } void FGameplayDebugger::WorldDestroyed(UWorld* InWorld) { } void FGameplayDebugger::OnLevelActorAdded(AActor* InActor) { } void FGameplayDebugger::OnLevelActorDeleted(AActor* InActor) { }