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