Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebuggerExtension.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

49 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// GAMEPLAY DEBUGGER EXTENSION
//
// Extensions allows creating additional key bindings for gameplay debugger.
// For example, you can use them to add another way of selecting actor to Debug.
//
// Replication is limited only to handling input events and tool state events,
// it's not possible to send variables or RPC calls
//
// It should be compiled and used only when module is included, so every extension class
// needs be placed in #if WITH_GAMEPLAY_DEBUGGER block.
//
// Extensions needs to be manually registered and unregistered with GameplayDebugger.
// It's best to do it in owning module's Startup / Shutdown, similar to detail view customizations.
#pragma once
#include "CoreMinimal.h"
#include "GameplayDebuggerAddonBase.h"
class APlayerController;
class GAMEPLAYDEBUGGER_API FGameplayDebuggerExtension : public FGameplayDebuggerAddonBase
{
public:
virtual ~FGameplayDebuggerExtension() {}
virtual void OnGameplayDebuggerActivated() override;
virtual void OnGameplayDebuggerDeactivated() override;
/** [LOCAL] description for gameplay debugger's header row, newline character is ignored */
virtual FString GetDescription() const;
/** [LOCAL] called when added to debugger tool or tool is activated */
virtual void OnActivated();
/** [LOCAL] called when removed from debugger tool or tool is deactivated */
virtual void OnDeactivated();
/** check if extension is created for local player */
bool IsLocal() const;
protected:
/** get player controller owning gameplay debugger tool */
APlayerController* GetPlayerController() const;
};