Files
UnrealEngineUWP/Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerEditorModule.h
guillaume guay b59eecf4c5 - Moved GameplayDebugger from Developer/ into Runtime/ and Editor source folder to be able to use it in shipping build.
- 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]
2022-11-24 09:49:23 -05:00

22 lines
543 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/World.h"
#include "Modules/ModuleManager.h"
#include "Modules/ModuleInterface.h"
class FGameplayDebuggerEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS);
void OnLocalControllerInitialized();
void OnLocalControllerUninitialized();
void OnDebuggerEdModeActivation();
};