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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]
51 lines
1.0 KiB
C++
51 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerExtension.h"
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#include "GameplayDebuggerCategoryReplicator.h"
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void FGameplayDebuggerExtension::OnGameplayDebuggerActivated()
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{
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const bool bIsLocal = IsLocal();
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if (bIsLocal)
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{
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OnActivated();
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}
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}
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void FGameplayDebuggerExtension::OnGameplayDebuggerDeactivated()
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{
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const bool bIsLocal = IsLocal();
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if (bIsLocal)
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{
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OnDeactivated();
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}
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}
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void FGameplayDebuggerExtension::OnActivated()
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{
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// empty in base class
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}
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void FGameplayDebuggerExtension::OnDeactivated()
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{
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// empty in base class
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}
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FString FGameplayDebuggerExtension::GetDescription() const
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{
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// empty in base class
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return FString();
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}
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APlayerController* FGameplayDebuggerExtension::GetPlayerController() const
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{
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AGameplayDebuggerCategoryReplicator* Replicator = GetReplicator();
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return Replicator ? Replicator->GetReplicationOwner() : nullptr;
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}
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bool FGameplayDebuggerExtension::IsLocal() const
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{
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AGameplayDebuggerCategoryReplicator* Replicator = GetReplicator();
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return Replicator ? Replicator->IsLocal() : true;
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}
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