// Copyright Epic Games, Inc. All Rights Reserved. #pragma once typedef unsigned char uint8; class FChunkedFixedUObjectArray; extern uint8** GNameBlocksDebug; extern FChunkedFixedUObjectArray* GObjectArrayForDebugVisualizers; namespace UE { namespace Core { struct FVisualizerDebuggingStateImpl; struct FVisualizerDebuggingState { const char* GuidString; void** Ptrs; FVisualizerDebuggingStateImpl* PimplData; }; } } extern UE::Core::FVisualizerDebuggingState* GDebuggingState;