Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/Editor/GameplayDebuggerEdMode.h
Maxime Mercier a531605ca9 Fix crash opening maps when gameplay debugger is enabled for editor world in editor settings
#jira none
#review-18274544
#rnx
#preflight 619d5fb5aa4521f9e7a33611

#robomerge 5.0
#robomerge FnMain

[CL 18276685 by Maxime Mercier in ue5-main branch]
2021-11-23 17:33:37 -05:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#if WITH_EDITOR
#include "InputCoreTypes.h"
#include "EditorModes.h"
#include "EdMode.h"
#include "EditorViewportClient.h"
class FGameplayDebuggerEdMode : public FEdMode
{
public:
FGameplayDebuggerEdMode() : FocusedViewport(nullptr) {}
// FEdMode interface
virtual bool UsesToolkits() const override { return true; }
virtual void Enter() override;
virtual void Exit() override;
virtual bool ReceivedFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool LostFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override;
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime);
// End of FEdMode interface
static void SafeOpenMode();
static void SafeCloseMode();
static const FName EM_GameplayDebugger;
private:
FEditorViewportClient* FocusedViewport;
bool bPrevGAreScreenMessagesEnabled;
void EnableViewportClientFlags(FEditorViewportClient* ViewportClient, bool bEnable);
};
#endif // WITH_EDITOR