UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IGameplayDebugger Class Referenceabstract

#include <GameplayDebugger.h>

+ Inheritance diagram for IGameplayDebugger:

Public Member Functions

 DECLARE_DELEGATE_RetVal (TSharedRef< class FGameplayDebuggerCategory >, FOnGetCategory)
 
 DECLARE_DELEGATE_RetVal (TSharedRef< class FGameplayDebuggerExtension >, FOnGetExtension)
 
virtual void RegisterCategory (FName CategoryName, FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState=EGameplayDebuggerCategoryState::Disabled, int32 SlotIdx=INDEX_NONE)=0
 
virtual void UnregisterCategory (FName CategoryName)=0
 
virtual void NotifyCategoriesChanged ()=0
 
virtual void RegisterExtension (FName ExtensionName, FOnGetExtension MakeInstanceDelegate)=0
 
virtual void UnregisterExtension (FName ExtensionName)=0
 
virtual void NotifyExtensionsChanged ()=0
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void StartupModule ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Static Public Member Functions

static IGameplayDebuggerGet ()
 
static bool IsAvailable ()
 

Member Function Documentation

◆ DECLARE_DELEGATE_RetVal() [1/2]

IGameplayDebugger::DECLARE_DELEGATE_RetVal ( TSharedRef< class FGameplayDebuggerCategory ,
FOnGetCategory   
)

◆ DECLARE_DELEGATE_RetVal() [2/2]

IGameplayDebugger::DECLARE_DELEGATE_RetVal ( TSharedRef< class FGameplayDebuggerExtension ,
FOnGetExtension   
)

◆ Get()

static IGameplayDebugger & IGameplayDebugger::Get ( )
inlinestatic

Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.

Returns
Returns singleton instance, loading the module on demand if needed

◆ IsAvailable()

static bool IGameplayDebugger::IsAvailable ( )
inlinestatic

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

Returns
True if the module is loaded and ready to use

◆ NotifyCategoriesChanged()

virtual void IGameplayDebugger::NotifyCategoriesChanged ( )
pure virtual

Implemented in FGameplayDebuggerModule.

◆ NotifyExtensionsChanged()

virtual void IGameplayDebugger::NotifyExtensionsChanged ( )
pure virtual

Implemented in FGameplayDebuggerModule.

◆ RegisterCategory()

virtual void IGameplayDebugger::RegisterCategory ( FName  CategoryName,
FOnGetCategory  MakeInstanceDelegate,
EGameplayDebuggerCategoryState  CategoryState = EGameplayDebuggerCategoryState::Disabled,
int32  SlotIdx = INDEX_NONE 
)
pure virtual

◆ RegisterExtension()

virtual void IGameplayDebugger::RegisterExtension ( FName  ExtensionName,
FOnGetExtension  MakeInstanceDelegate 
)
pure virtual

◆ UnregisterCategory()

virtual void IGameplayDebugger::UnregisterCategory ( FName  CategoryName)
pure virtual

Implemented in FGameplayDebuggerModule.

◆ UnregisterExtension()

virtual void IGameplayDebugger::UnregisterExtension ( FName  ExtensionName)
pure virtual

Implemented in FGameplayDebuggerModule.


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