Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayDebugger/Private/GameplayDebuggerExtension.cpp
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

51 lines
1.0 KiB
C++

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