#include <GameplayDebuggerAddonBase.h>
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| virtual | ~FGameplayDebuggerAddonBase () |
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| int32 | GetNumInputHandlers () const |
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| FGameplayDebuggerInputHandler & | GetInputHandler (int32 HandlerId) |
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| GAMEPLAYDEBUGGER_API FString | GetInputHandlerDescription (int32 HandlerId) const |
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| GAMEPLAYDEBUGGER_API UWorld * | GetWorldFromReplicator () const |
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| GAMEPLAYDEBUGGER_API UWorld * | GetDataWorld (const APlayerController *OwnerPC, const AActor *DebugActor) const |
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| virtual GAMEPLAYDEBUGGER_API void | OnGameplayDebuggerActivated () |
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| virtual GAMEPLAYDEBUGGER_API void | OnGameplayDebuggerDeactivated () |
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| TSharedRef< FGameplayDebuggerAddonBase, Mode > | AsShared () |
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| TSharedRef< FGameplayDebuggerAddonBase const, Mode > | AsShared () const |
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| TSharedRef< SubobjectType, Mode > | AsSharedSubobject (SubobjectType *SubobjectPtr) const |
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| TWeakPtr< FGameplayDebuggerAddonBase, Mode > | AsWeak () |
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| TWeakPtr< FGameplayDebuggerAddonBase const, Mode > | AsWeak () const |
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| TWeakPtr< SubobjectType, Mode > | AsWeakSubobject (SubobjectType *SubobjectPtr) const |
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| void | UpdateWeakReferenceInternal (TSharedPtr< SharedPtrType, SharedPtrMode > const *InSharedPtr, OtherType *InObject) const |
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| void | UpdateWeakReferenceInternal (TSharedRef< SharedRefType, SharedPtrMode > const *InSharedRef, OtherType *InObject) const |
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| UE_FORCEINLINE_HINT bool | DoesSharedInstanceExist () const |
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| GAMEPLAYDEBUGGER_API AActor * | FindLocalDebugActor () const |
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| GAMEPLAYDEBUGGER_API AGameplayDebuggerCategoryReplicator * | GetReplicator () const |
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| template<class UserClass > |
| bool | BindKeyPress (FName KeyName, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local) |
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| template<class UserClass > |
| bool | BindKeyPress (FName KeyName, FGameplayDebuggerInputModifier KeyModifer, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local) |
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| template<class UserClass > |
| bool | BindKeyPress (const FGameplayDebuggerInputHandlerConfig &InputConfig, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local) |
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| | TSharedFromThis () |
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| | TSharedFromThis (TSharedFromThis const &) |
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| UE_FORCEINLINE_HINT TSharedFromThis & | operator= (TSharedFromThis const &) |
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| | ~TSharedFromThis () |
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◆ ~FGameplayDebuggerAddonBase()
| virtual FGameplayDebuggerAddonBase::~FGameplayDebuggerAddonBase |
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inlinevirtual |
◆ BindKeyPress() [1/3]
template<class UserClass >
creates new key binding handler: customizable key press, stored in config files
◆ BindKeyPress() [2/3]
template<class UserClass >
creates new key binding handler: key press with modifiers
◆ BindKeyPress() [3/3]
template<class UserClass >
creates new key binding handler: single key press
◆ FindLocalDebugActor()
| AActor * FGameplayDebuggerAddonBase::FindLocalDebugActor |
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const |
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protected |
tries to find selected actor in local world
◆ GetDataWorld()
◆ GetInputHandler()
◆ GetInputHandlerDescription()
| FString FGameplayDebuggerAddonBase::GetInputHandlerDescription |
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int32 |
HandlerId | ) |
const |
◆ GetNumInputHandlers()
| int32 FGameplayDebuggerAddonBase::GetNumInputHandlers |
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const |
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inline |
◆ GetReplicator()
◆ GetWorldFromReplicator()
| UWorld * FGameplayDebuggerAddonBase::GetWorldFromReplicator |
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const |
◆ IsSimulateInEditor()
| bool FGameplayDebuggerAddonBase::IsSimulateInEditor |
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static |
check if simulate in editor mode is active
◆ OnGameplayDebuggerActivated()
| void FGameplayDebuggerAddonBase::OnGameplayDebuggerActivated |
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◆ OnGameplayDebuggerDeactivated()
| void FGameplayDebuggerAddonBase::OnGameplayDebuggerDeactivated |
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virtual |
◆ FGameplayDebuggerAddonManager
The documentation for this class was generated from the following files: