Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/Editor/GameplayDebuggerEdMode.h
maxime mercier a3de6872fb Fix crash opening maps when gameplay debugger is enabled for editor world in editor settings
#jira none
#rnx
#preflight 619d5fb5aa4521f9e7a33611

#ROBOMERGE-AUTHOR: maxime.mercier
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 18276685 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 18276707 by maxime mercier in ue5-release-engine-test branch]
2021-11-23 17:35:15 -05:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#if WITH_EDITOR
#include "InputCoreTypes.h"
#include "EditorModes.h"
#include "EdMode.h"
#include "EditorViewportClient.h"
class FGameplayDebuggerEdMode : public FEdMode
{
public:
FGameplayDebuggerEdMode() : FocusedViewport(nullptr) {}
// FEdMode interface
virtual bool UsesToolkits() const override { return true; }
virtual void Enter() override;
virtual void Exit() override;
virtual bool ReceivedFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool LostFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override;
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime);
// End of FEdMode interface
static void SafeOpenMode();
static void SafeCloseMode();
static const FName EM_GameplayDebugger;
private:
FEditorViewportClient* FocusedViewport;
bool bPrevGAreScreenMessagesEnabled;
void EnableViewportClientFlags(FEditorViewportClient* ViewportClient, bool bEnable);
};
#endif // WITH_EDITOR