UGameplayDebuggerLocalController

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameplayDebuggerLocalController

Syntax

class UGameplayDebuggerLocalController : public UObject

Variables

Name Description

Protected variable

FString

 

ActivationKeyDesc

Protected variable

int32

 

ActiveRowIdx

Protected variable

uint32 : 1

 

bIsLocallyEnabled

Protected variable

uint32 : 1

 

bIsSelectingActor

Protected variable

uint32 : 1

 

bNeedsCleanup

Protected variable

uint32 : 1

 

bPrevLocallyEnabled

Protected variable

uint32 : 1

 

bSimulateMode

Protected variable

AGameplayDebugg ...

 

CachedPlayerManager

Protected variable

AGameplayDebugg ...

 

CachedReplicator

Protected variable

FString

 

CategoryKeysDesc

Protected variable

TArray < TArray <...

 

DataPackMap

Protected variable

AActor *

 

DebugActorCandidate

Protected variable

int32

 

NumCategories

Protected variable

int32

 

NumCategorySlots

Protected variable

float

 

PaddingBottom

Protected variable

float

 

PaddingLeft

Protected variable

float

 

PaddingRight

Protected variable

float

 

PaddingTop

Protected variable

FString

 

RowDownKeyDesc

Protected variable

FString

 

RowUpKeyDesc

Protected variable

FTimerHandle

 

SelectActorTickHandle

Protected variable

TArray < TArray <...

 

SlotCategoryIds

Protected variable

TArray < FString ...

 

SlotNames

Protected variable

FTimerHandle

 

StartSelectingActorHandle

Protected variable

TSet < FName >

 

UsedBindings

Constructors

Name Description

Public function

UGameplayDebuggerLocalController

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

BindInput

(
    UInputComponent & InputComponent
)

Binds input actions

Public function

void

 

Cleanup()

Remove from world

Protected function

void

 

DrawCategoryHeader

(
    int32 CategoryId,
    TSharedRef < FGameplayDebuggerCatego ...,
    FGameplayDebuggerCanvasContext & Ca...
)

Draw header for category

Protected function

void

 

DrawHeader

(
    FGameplayDebuggerCanvasContext & Ca...
)

Draw header row

Protected function

FString

 

GetKeyDescriptionLong

(
    const FKey & KeyBind
)

Protected function

FString

 

GetKeyDescriptionShort

(
    const FKey & KeyBind
)

Public function

void

 

Initialize

Initialize controller with replicator owner

Public function

bool

 

IsKeyBound

(
    const FName KeyName
)

Checks if key is bound by any action

Protected function

void

 

OnActivationPressed()

Protected function

void

 

OnActivationReleased()

Protected function

void

 

OnCategoriesChanged()

Called when known category set has changed

Protected function

void

 

OnCategory0Pressed()

Protected function

void

 

OnCategory1Pressed()

Protected function

void

 

OnCategory2Pressed()

Protected function

void

 

OnCategory3Pressed()

Protected function

void

 

OnCategory4Pressed()

Protected function

void

 

OnCategory5Pressed()

Protected function

void

 

OnCategory6Pressed()

Protected function

void

 

OnCategory7Pressed()

Protected function

void

 

OnCategory8Pressed()

Protected function

void

 

OnCategory9Pressed()

Protected function

void

 

OnCategoryBindingEvent

(
    int32 CategoryId,
    int32 HandlerId
)

Protected function

void

 

OnCategoryRowDownPressed()

Protected function

void

 

OnCategoryRowUpPressed()

Public function

void

 

OnDebugDraw

(
    UCanvas * Canvas,
    APlayerController * PC
)

Drawing event

Protected function

void

 

OnExtensionBindingEvent

(
    int32 ExtensionId,
    int32 HandlerId
)

Protected function

void

 

OnSelectActorTick()

Called in tick during actor selection

Protected function

void

 

OnSelectionChanged

(
    UObject * Object
)

Event for simulate in editor mode

Protected function

void

 

OnStartSelectingActor()

Called short time after activation key was pressed and hold

Protected function

void

 

RebuildDataPackMap()

Build DataPackMap for replication details

Protected function

void

 

ToggleSlotState

(
    int32 SlotIdx
)

Toggle state of categories in given slot

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

References

Module

GameplayDebugger

Header

Developer/GameplayDebugger/Public/GameplayDebuggerLocalController.h