Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerExtension_Spectator.h
guillaume guay b59eecf4c5 - Moved GameplayDebugger from Developer/ into Runtime/ and Editor source folder to be able to use it in shipping build.
- Moved the code originally in a Editor/ folder into its own GameplayDebuggerEditor module and added it so it get dynamically loaded in the editor
- Added some delegates so GameplayDebugger code can communicate to GameplayDebuggerEditor without referencing it. As only GameplayDebuggerEditor should reference GameplayDebugger, not the opposite.

#preflight https://horde.devtools.epicgames.com/job/637808462a05dabce95c5b9e
[REVIEW] https://p4-swarm.epicgames.net/reviews/23207203
[FYI] guillaume.morreel, andrew.ladenberger

[CL 23258875 by guillaume guay in ue5-main branch]
2022-11-24 09:49:23 -05:00

30 lines
668 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayDebuggerExtension.h"
class ADebugCameraController;
class FGameplayDebuggerExtension_Spectator : public FGameplayDebuggerExtension
{
public:
FGameplayDebuggerExtension_Spectator();
virtual void OnDeactivated() override;
virtual FString GetDescription() const override;
static TSharedRef<FGameplayDebuggerExtension> MakeInstance();
protected:
void ToggleSpectatorMode();
uint32 bHasInputBinding : 1;
mutable uint32 bIsCachedDescriptionValid : 1;
mutable FString CachedDescription;
TWeakObjectPtr<ADebugCameraController> SpectatorController;
};