Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeSettings.h
yoan stamant 64c8dca7cb [StateTreeDebugger]
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]
2023-03-14 13:35:46 -04:00

21 lines
583 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "StateTreeSettings.generated.h"
/**
* Default StateTree settings
*/
UCLASS(config = StateTree, defaultconfig, DisplayName = "StateTree")
class STATETREEMODULE_API UStateTreeSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
static UStateTreeSettings& Get() { return *CastChecked<UStateTreeSettings>(UStateTreeSettings::StaticClass()->GetDefaultObject()); }
UPROPERTY(EditDefaultsOnly, Category = StateTree, config)
bool bUseDebugger = false;
};