AGameplayDebuggerCategoryReplicator

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

AGameplayDebuggerCategoryReplicator

Syntax

class AGameplayDebuggerCategoryReplicator : public AActor

Variables

Name Description

Protected variable

uint32 : 1

 

bHasAuthority

Protected variable

bool

 

bIsEnabled

Protected variable

uint32 : 1

 

bIsEnabledLocal

Protected variable

uint32 : 1

 

bIsLocal

Protected variable

TArray < TShared ...

 

Categories

Category objects

Protected variable

FGameplayDebugg ...

 

DebugActor

Protected variable

TArray < TShared ...

 

Extensions

Extension objects

Protected variable

friend

 

FGameplayDebuggerNetPack

Protected variable

APlayerControll ...

 

OwnerPC

Protected variable

UGameplayDebugg ...

 

RenderingComp

Rendering component needs to attached to some actor, and this is as good as any

Protected variable

FGameplayDebugg ...

 

ReplicatedData

Constructors

Name Description

Public function

AGameplayDebuggerCategoryReplicator

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

CollectCategoryData

(
    bool bForce
)

[AUTH] starts data collection

Public function

TSharedRef < ...

 

GetCategory

(
    int32 CategoryId
)

Get category object

Public function

AActor *

 

GetDebugActor()

Get current debug actor

Public function

int16

 

GetDebugActorCounter()

Get sync counter, increased with every change of DebugActor

Public function

FName

 

GetDebugActorName()

Get name of debug actor

Public function

TSharedRef < ...

 

GetExtension

(
    int32 ExtensionId
)

Get category object

Public function

int32

 

GetNumCategories()

Get category count

Public function

int32

 

GetNumExtensions()

Get extension count

Public function

APlayerContr ...

 

GetReplicationOwner()

Get player controller owning this replicator

Public function

bool

 

HasDebugActor()

Check if debug actor was selected

Public function

bool

 

IsCategoryEnabled

(
    int32 CategoryId
)

Get category state

Public function

bool

 

IsEnabled()

Get replicator state

Public function

bool

 

IsLocal()

Returns true if object was created for local player (client / standalone)

Protected function

void

 

NotifyCategoriesToolState

(
    bool bIsActive
)

Send notifies to all categories about current tool state

Protected function

void

 

NotifyExtensionsToolState

(
    bool bIsActive
)

Send notifies to all categories about current tool state

Protected function

void

 

OnCategoriesChanged()

Notify about changes in known category set

Protected function

void

 

OnExtensionsChanged()

Notify about changes in known extensions set

Protected function

void

 

OnReceivedDataPackPacket

(
    int32 CategoryId,
    int32 DataPackId,
    const FGameplayDebuggerDataPack & D...
)

[LOCAL] notify from CategoryData replication

Public function

void

 

SendCategoryInputEvent

(
    int32 CategoryId,
    int32 HandlerId
)

[ALL] send input event to category

Public function

void

 

SendExtensionInputEvent

(
    int32 ExtensionId,
    int32 HandlerId
)

[ALL] send input event to extension

Protected function

void

 

ServerSendCategoryInputEvent

(
    int32 CategoryId,
    int32 HandlerId
)

Helper function for replicating input for category handlers

Protected function

void

 

ServerSendExtensionInputEvent

(
    int32 ExtensionId,
    int32 HandlerId
)

Helper function for replicating input for extension handlers

Protected function

void

 

ServerSetCategoryEnabled

(
    int32 CategoryId,
    bool bEnable
)

Protected function

void

 

ServerSetDebugActor

(
    AActor * Actor
)

Protected function

void

 

ServerSetEnabled

(
    bool bEnable
)

Public function

void

 

SetCategoryEnabled

(
    int32 CategoryId,
    bool bEnable
)

[ALL] set category state

Public function

void

 

SetDebugActor

(
    AActor * Actor
)

[ALL] set actor for debugging

Public function

void

 

SetEnabled

(
    bool bEnable
)

[ALL] set replicator state

Public function

void

 

SetReplicatorOwner

(
    APlayerController * InOwnerPC
)

[AUTH] set new owner

Overridden from AActor

Name Description

Protected function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

UNetConnecti ...

 

GetNetConnection()

Get the owning connection used for communicating between client/server

Public function Virtual

bool

 

IsNetRelevantFor

(
    const AActor * RealViewer,
    const AActor * ViewTarget,
    const FVector & SrcLocation
)

Checks to see if this actor is relevant for a specific network connection

Public function Virtual

void

 

TickActor

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorTickFunction & ThisTickFuncti...
)

Dispatches the once-per frame Tick() function for this actor

Overridden from UObject

Name Description

Public function Virtual

void

 

PostNetReceive()

Always called immediately after properties are received from the remote.

Constants

Name

Description

NotifyDebuggerOwnerChange

References

Module

GameplayDebugger

Header

Developer/GameplayDebugger/Public/GameplayDebuggerCategoryReplicator.h