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- enabled by default in the StateTreeEditor - traces can be automatically started on non-editor targets by setting 'bAutoStartDebuggerTracesOnNonEditorTargets = true in StateTreeSettings or' under [/Script/StateTreeModule.StateTreeSettings] in the .ini config file. - traces can be manually started/stopped using `statetree.startdebuggertraces` and `statetree.stopdebuggertraces` from the console #rb mikko.mononen [CL 26152323 by yoan stamant in ue5-main branch]
26 lines
902 B
C++
26 lines
902 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DeveloperSettings.h"
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#include "StateTreeSettings.generated.h"
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/**
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* Default StateTree settings
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*/
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UCLASS(config = StateTree, defaultconfig, DisplayName = "StateTree")
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class STATETREEMODULE_API UStateTreeSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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static UStateTreeSettings& Get() { return *CastChecked<UStateTreeSettings>(StaticClass()->GetDefaultObject()); }
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/**
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* Editor targets relies on PIE and StateTreeEditor to start/stop traces.
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* This is to start traces automatically when launching Standalone, Client or Server builds.
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* It's also possible to do it manually using 'statetree.startdebuggertraces' and 'statetree.stopdebuggertraces' in the console.
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*/
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UPROPERTY(EditDefaultsOnly, Category = StateTree, config)
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bool bAutoStartDebuggerTracesOnNonEditorTargets = false;
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}; |