Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebugger.h
Josh Markiewicz c18a424666 Weekly Fort Dev -> Main integration from UE4-Fortnite-CL-2245134
MCP
 "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "306",
  "cln" : "2245028",
  "version" : "UNKNOWN"

[CL 2247600 by Josh Markiewicz in Main branch]
2014-08-07 17:34:29 -04:00

43 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
/**
* The public interface to this module
*/
class IGameplayDebugger : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IGameplayDebugger& Get()
{
return FModuleManager::LoadModuleChecked< IGameplayDebugger >("GameplayDebugger");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded( "GameplayDebugger" );
}
// Each player controller that wants to use gameplay debugging must call this function
// (generally OnPostInitProperties, but not on a client) in order to create the actor that handles the debugging
// functionality in a network-replicated (if necessary) fashion. NOTE: creates an AGameplayDebuggingReplicator
// in the same World as PlayerController.
virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) = 0;
};