UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGameplayDebuggerAddonBase Class Reference

#include <GameplayDebuggerAddonBase.h>

+ Inheritance diagram for FGameplayDebuggerAddonBase:

Public Member Functions

virtual ~FGameplayDebuggerAddonBase ()
 
int32 GetNumInputHandlers () const
 
FGameplayDebuggerInputHandlerGetInputHandler (int32 HandlerId)
 
GAMEPLAYDEBUGGER_API FString GetInputHandlerDescription (int32 HandlerId) const
 
GAMEPLAYDEBUGGER_API UWorldGetWorldFromReplicator () const
 
GAMEPLAYDEBUGGER_API UWorldGetDataWorld (const APlayerController *OwnerPC, const AActor *DebugActor) const
 
virtual GAMEPLAYDEBUGGER_API void OnGameplayDebuggerActivated ()
 
virtual GAMEPLAYDEBUGGER_API void OnGameplayDebuggerDeactivated ()
 
- Public Member Functions inherited from TSharedFromThis< FGameplayDebuggerAddonBase >
TSharedRef< FGameplayDebuggerAddonBase, Mode > AsShared ()
 
TSharedRef< FGameplayDebuggerAddonBase const, Mode > AsShared () const
 
TSharedRef< SubobjectType, Mode > AsSharedSubobject (SubobjectType *SubobjectPtr) const
 
TWeakPtr< FGameplayDebuggerAddonBase, Mode > AsWeak ()
 
TWeakPtr< FGameplayDebuggerAddonBase const, Mode > AsWeak () const
 
TWeakPtr< SubobjectType, Mode > AsWeakSubobject (SubobjectType *SubobjectPtr) const
 
void UpdateWeakReferenceInternal (TSharedPtr< SharedPtrType, SharedPtrMode > const *InSharedPtr, OtherType *InObject) const
 
void UpdateWeakReferenceInternal (TSharedRef< SharedRefType, SharedPtrMode > const *InSharedRef, OtherType *InObject) const
 
UE_FORCEINLINE_HINT bool DoesSharedInstanceExist () const
 

Static Public Member Functions

static GAMEPLAYDEBUGGER_API bool IsSimulateInEditor ()
 

Protected Member Functions

GAMEPLAYDEBUGGER_API AActorFindLocalDebugActor () const
 
GAMEPLAYDEBUGGER_API AGameplayDebuggerCategoryReplicatorGetReplicator () const
 
template<class UserClass >
bool BindKeyPress (FName KeyName, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local)
 
template<class UserClass >
bool BindKeyPress (FName KeyName, FGameplayDebuggerInputModifier KeyModifer, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local)
 
template<class UserClass >
bool BindKeyPress (const FGameplayDebuggerInputHandlerConfig &InputConfig, UserClass *KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode=EGameplayDebuggerInputMode::Local)
 
- Protected Member Functions inherited from TSharedFromThis< FGameplayDebuggerAddonBase >
 TSharedFromThis ()
 
 TSharedFromThis (TSharedFromThis const &)
 
UE_FORCEINLINE_HINT TSharedFromThisoperator= (TSharedFromThis const &)
 
 ~TSharedFromThis ()
 

Friends

class FGameplayDebuggerAddonManager
 

Additional Inherited Members

- Static Protected Member Functions inherited from TSharedFromThis< FGameplayDebuggerAddonBase >
static UE_FORCEINLINE_HINT TSharedRef< OtherType, Mode > SharedThis (OtherType *ThisPtr)
 
static UE_FORCEINLINE_HINT TSharedRef< OtherType const, Mode > SharedThis (const OtherType *ThisPtr)
 

Constructor & Destructor Documentation

◆ ~FGameplayDebuggerAddonBase()

virtual FGameplayDebuggerAddonBase::~FGameplayDebuggerAddonBase ( )
inlinevirtual

Member Function Documentation

◆ BindKeyPress() [1/3]

template<class UserClass >
bool FGameplayDebuggerAddonBase::BindKeyPress ( const FGameplayDebuggerInputHandlerConfig InputConfig,
UserClass *  KeyHandlerObject,
typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass >  KeyHandlerFunc,
EGameplayDebuggerInputMode  InputMode = EGameplayDebuggerInputMode::Local 
)
inlineprotected

creates new key binding handler: customizable key press, stored in config files

◆ BindKeyPress() [2/3]

template<class UserClass >
bool FGameplayDebuggerAddonBase::BindKeyPress ( FName  KeyName,
FGameplayDebuggerInputModifier  KeyModifer,
UserClass *  KeyHandlerObject,
typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass >  KeyHandlerFunc,
EGameplayDebuggerInputMode  InputMode = EGameplayDebuggerInputMode::Local 
)
inlineprotected

creates new key binding handler: key press with modifiers

◆ BindKeyPress() [3/3]

template<class UserClass >
bool FGameplayDebuggerAddonBase::BindKeyPress ( FName  KeyName,
UserClass *  KeyHandlerObject,
typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass >  KeyHandlerFunc,
EGameplayDebuggerInputMode  InputMode = EGameplayDebuggerInputMode::Local 
)
inlineprotected

creates new key binding handler: single key press

◆ FindLocalDebugActor()

AActor * FGameplayDebuggerAddonBase::FindLocalDebugActor ( ) const
protected

tries to find selected actor in local world

◆ GetDataWorld()

UWorld * FGameplayDebuggerAddonBase::GetDataWorld ( const APlayerController OwnerPC,
const AActor DebugActor 
) const

Returns the first non-null world associated with, in order: OwnerPC, DebugActor, AGameplayDebuggerCategoryReplicator owner

◆ GetInputHandler()

FGameplayDebuggerInputHandler & FGameplayDebuggerAddonBase::GetInputHandler ( int32  HandlerId)
inline

◆ GetInputHandlerDescription()

FString FGameplayDebuggerAddonBase::GetInputHandlerDescription ( int32  HandlerId) const

◆ GetNumInputHandlers()

int32 FGameplayDebuggerAddonBase::GetNumInputHandlers ( ) const
inline

◆ GetReplicator()

AGameplayDebuggerCategoryReplicator * FGameplayDebuggerAddonBase::GetReplicator ( ) const
protected

returns replicator actor

◆ GetWorldFromReplicator()

UWorld * FGameplayDebuggerAddonBase::GetWorldFromReplicator ( ) const

◆ IsSimulateInEditor()

bool FGameplayDebuggerAddonBase::IsSimulateInEditor ( )
static

check if simulate in editor mode is active

◆ OnGameplayDebuggerActivated()

void FGameplayDebuggerAddonBase::OnGameplayDebuggerActivated ( )
virtual

[ALL] called when gameplay debugger is activated

Reimplemented in FGameplayDebuggerExtension.

◆ OnGameplayDebuggerDeactivated()

void FGameplayDebuggerAddonBase::OnGameplayDebuggerDeactivated ( )
virtual

[ALL] called when gameplay debugger is deactivated

Reimplemented in FGameplayDebuggerExtension.

Friends And Related Symbol Documentation

◆ FGameplayDebuggerAddonManager


The documentation for this class was generated from the following files: