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49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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// GAMEPLAY DEBUGGER EXTENSION
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//
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// Extensions allows creating additional key bindings for gameplay debugger.
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// For example, you can use them to add another way of selecting actor to Debug.
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//
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// Replication is limited only to handling input events and tool state events,
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// it's not possible to send variables or RPC calls
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//
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// It should be compiled and used only when module is included, so every extension class
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// needs be placed in #if WITH_GAMEPLAY_DEBUGGER block.
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//
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// Extensions needs to be manually registered and unregistered with GameplayDebugger.
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// It's best to do it in owning module's Startup / Shutdown, similar to detail view customizations.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayDebuggerAddonBase.h"
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class APlayerController;
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class GAMEPLAYDEBUGGER_API FGameplayDebuggerExtension : public FGameplayDebuggerAddonBase
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{
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public:
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virtual ~FGameplayDebuggerExtension() {}
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virtual void OnGameplayDebuggerActivated() override;
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virtual void OnGameplayDebuggerDeactivated() override;
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/** [LOCAL] description for gameplay debugger's header row, newline character is ignored */
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virtual FString GetDescription() const;
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/** [LOCAL] called when added to debugger tool or tool is activated */
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virtual void OnActivated();
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/** [LOCAL] called when removed from debugger tool or tool is deactivated */
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virtual void OnDeactivated();
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/** check if extension is created for local player */
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bool IsLocal() const;
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protected:
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/** get player controller owning gameplay debugger tool */
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APlayerController* GetPlayerController() const;
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};
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