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82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivate.h"
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#include "GameplayDebuggingComponent.h"
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#include "GameplayDebuggingHUDComponent.h"
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#include "GameplayDebuggingReplicator.h"
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uint32 FGameplayDebuggerSettings::DebuggerShowFlags = (1 << EAIDebugDrawDataView::Basic) | (1 << EAIDebugDrawDataView::OverHead);
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class FGameplayDebugger : public IGameplayDebugger
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{
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public:
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// Begin IModuleInterface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// End IModuleInterface
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void WorldAdded(UWorld* InWorld);
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void WorldDestroyed(UWorld* InWorld);
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void OnLevelActorAdded(AActor* InActor);
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void OnLevelActorDeleted(AActor* InActor);
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};
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IMPLEMENT_MODULE(FGameplayDebugger, GameplayDebugger)
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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void FGameplayDebugger::StartupModule()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (GEngine)
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{
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GEngine->OnWorldAdded().AddRaw(this, &FGameplayDebugger::WorldAdded);
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GEngine->OnWorldDestroyed().AddRaw(this, &FGameplayDebugger::WorldDestroyed);
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GEngine->OnLevelActorAdded().AddRaw(this, &FGameplayDebugger::OnLevelActorAdded);
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GEngine->OnLevelActorDeleted().AddRaw(this, &FGameplayDebugger::OnLevelActorDeleted);
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}
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#endif
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}
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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void FGameplayDebugger::ShutdownModule()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (GEngine)
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{
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GEngine->OnWorldAdded().RemoveAll(this);
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GEngine->OnWorldDestroyed().RemoveAll(this);
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GEngine->OnLevelActorAdded().RemoveAll(this);
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GEngine->OnLevelActorDeleted().RemoveAll(this);
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}
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#endif
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}
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void FGameplayDebugger::WorldAdded(UWorld* InWorld)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (InWorld->GetNetMode() < ENetMode::NM_Client)
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{
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.bNoCollisionFail = true;
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SpawnInfo.Name = TEXT("GameplayDebuggingReplicator");
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AGameplayDebuggingReplicator *DestActor = InWorld->SpawnActor<AGameplayDebuggingReplicator>(SpawnInfo);
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}
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#endif
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}
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void FGameplayDebugger::WorldDestroyed(UWorld* InWorld)
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{
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}
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void FGameplayDebugger::OnLevelActorAdded(AActor* InActor)
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{
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}
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void FGameplayDebugger::OnLevelActorDeleted(AActor* InActor)
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{
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}
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