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First pass includes stats for registered objects (collection entries, runtime active objects, loaded components) and visuals for slots #rb mieszko.zielinski, mikko.mononen #preflight 61827c8b2b589a00015ae20f #robomerge FnMain [CL 18033215 by Yoan StAmant in ue5-main branch]
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectsModule.h"
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#include "Modules/ModuleManager.h"
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#if WITH_GAMEPLAY_DEBUGGER
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#include "GameplayDebugger.h"
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#include "GameplayDebuggerCategory_SmartObject.h"
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#endif
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#define LOCTEXT_NAMESPACE "SmartObjects"
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class FSmartObjectsModule : public ISmartObjectsModule
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{
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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IMPLEMENT_MODULE(FSmartObjectsModule, SmartObjectsModule)
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void FSmartObjectsModule::StartupModule()
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{
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#if WITH_GAMEPLAY_DEBUGGER
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IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
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GameplayDebuggerModule.RegisterCategory("SmartObject",
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IGameplayDebugger::FOnGetCategory::CreateStatic(&FGameplayDebuggerCategory_SmartObject::MakeInstance),
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EGameplayDebuggerCategoryState::EnabledInGameAndSimulate);
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GameplayDebuggerModule.NotifyCategoriesChanged();
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#endif
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}
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void FSmartObjectsModule::ShutdownModule()
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{
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#if WITH_GAMEPLAY_DEBUGGER
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if (IGameplayDebugger::IsAvailable())
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{
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IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
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GameplayDebuggerModule.UnregisterCategory("SmartObject");
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GameplayDebuggerModule.NotifyCategoriesChanged();
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}
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#endif
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}
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#undef LOCTEXT_NAMESPACE
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