Files
yoan stamant f687596e32 [StateTreeDebugger]
- 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]
2023-06-21 12:05:31 -04:00

26 lines
902 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "StateTreeSettings.generated.h"
/**
* Default StateTree settings
*/
UCLASS(config = StateTree, defaultconfig, DisplayName = "StateTree")
class STATETREEMODULE_API UStateTreeSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
static UStateTreeSettings& Get() { return *CastChecked<UStateTreeSettings>(StaticClass()->GetDefaultObject()); }
/**
* Editor targets relies on PIE and StateTreeEditor to start/stop traces.
* This is to start traces automatically when launching Standalone, Client or Server builds.
* It's also possible to do it manually using 'statetree.startdebuggertraces' and 'statetree.stopdebuggertraces' in the console.
*/
UPROPERTY(EditDefaultsOnly, Category = StateTree, config)
bool bAutoStartDebuggerTracesOnNonEditorTargets = false;
};