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45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleManager.h"
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/**
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* The public interface to this module
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*/
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class IGameplayDebugger : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IGameplayDebugger& Get()
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{
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static FName GamePlayDebuggerModuleName("GameplayDebugger");
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return FModuleManager::LoadModuleChecked< IGameplayDebugger >(GamePlayDebuggerModuleName);
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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static FName GamePlayDebuggerModuleName("GameplayDebugger");
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return FModuleManager::Get().IsModuleLoaded( GamePlayDebuggerModuleName );
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}
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// Each player controller that wants to use gameplay debugging must call this function
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// (generally OnPostInitProperties, but not on a client) in order to create the actor that handles the debugging
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// functionality in a network-replicated (if necessary) fashion. NOTE: creates an AGameplayDebuggingReplicator
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// in the same World as PlayerController.
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virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) = 0;
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};
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