Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebuggerExtension.h
bryan sefcik de1956f47b Ran IWYU on Public headers under Engine/Source/Developer/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598

#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21182053 by bryan sefcik in ue5-main branch]
2022-07-20 12:03:45 -04:00

50 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// GAMEPLAY DEBUGGER EXTENSION
//
// Extensions allows creating additional key bindings for gameplay debugger.
// For example, you can use them to add another way of selecting actor to Debug.
//
// Replication is limited only to handling input events and tool state events,
// it's not possible to send variables or RPC calls
//
// It should be compiled and used only when module is included, so every extension class
// needs be placed in #if WITH_GAMEPLAY_DEBUGGER block.
//
// Extensions needs to be manually registered and unregistered with GameplayDebugger.
// It's best to do it in owning module's Startup / Shutdown, similar to detail view customizations.
#pragma once
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "GameplayDebuggerAddonBase.h"
class APlayerController;
class GAMEPLAYDEBUGGER_API FGameplayDebuggerExtension : public FGameplayDebuggerAddonBase
{
public:
virtual ~FGameplayDebuggerExtension() {}
virtual void OnGameplayDebuggerActivated() override;
virtual void OnGameplayDebuggerDeactivated() override;
/** [LOCAL] description for gameplay debugger's header row, newline character is ignored */
virtual FString GetDescription() const;
/** [LOCAL] called when added to debugger tool or tool is activated */
virtual void OnActivated();
/** [LOCAL] called when removed from debugger tool or tool is deactivated */
virtual void OnDeactivated();
/** check if extension is created for local player */
bool IsLocal() const;
protected:
/** get player controller owning gameplay debugger tool */
APlayerController* GetPlayerController() const;
};