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- Moved the code originally in a Editor/ folder into its own GameplayDebuggerEditor module and added it so it get dynamically loaded in the editor - Added some delegates so GameplayDebugger code can communicate to GameplayDebuggerEditor without referencing it. As only GameplayDebuggerEditor should reference GameplayDebugger, not the opposite. #preflight https://horde.devtools.epicgames.com/job/637808462a05dabce95c5b9e [REVIEW] https://p4-swarm.epicgames.net/reviews/23207203 [FYI] guillaume.morreel, andrew.ladenberger [CL 23258875 by guillaume guay in ue5-main branch]
22 lines
543 B
C++
22 lines
543 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/World.h"
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#include "Modules/ModuleManager.h"
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#include "Modules/ModuleInterface.h"
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class FGameplayDebuggerEditorModule : public IModuleInterface
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS);
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void OnLocalControllerInitialized();
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void OnLocalControllerUninitialized();
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void OnDebuggerEdModeActivation();
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};
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