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Initial version of the debugger - currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER - currently not exposed to UI by StateTree settings 'bUseDebugger' - in this version only one instance per asset can be debugged - using Trace services to read events generated by statetree instances. - can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches #rb mieszko.zielinski #preflight 641088a30e1f02786b509663 [CL 24639409 by yoan stamant in ue5-main branch]
25 lines
526 B
C++
25 lines
526 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_STATETREE_DEBUGGER
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#include "Framework/Commands/Commands.h"
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/**
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* StateTree Debugger command set.
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*/
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class FStateTreeDebuggerCommands : public TCommands<FStateTreeDebuggerCommands>
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{
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public:
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FStateTreeDebuggerCommands();
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// TCommands<> overrides
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virtual void RegisterCommands() override;
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TSharedPtr<FUICommandInfo> ToggleBreakpoint;
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TSharedPtr<FUICommandInfo> Back;
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TSharedPtr<FUICommandInfo> Forward;
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};
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#endif // WITH_STATETREE_DEBUGGER
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