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UnrealEngine/Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerExtension.h
2025-05-18 13:04:45 +08:00

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// Copyright Epic Games, Inc. All Rights Reserved.
// GAMEPLAY DEBUGGER EXTENSION
//
// Extensions allows creating additional key bindings for gameplay debugger.
// For example, you can use them to add another way of selecting actor to Debug.
//
// Replication is limited only to handling input events and tool state events,
// it's not possible to send variables or RPC calls
//
// It should be compiled and used only when module is included, so every extension class
// needs be placed in #if WITH_GAMEPLAY_DEBUGGER block.
//
// Extensions needs to be manually registered and unregistered with GameplayDebugger.
// It's best to do it in owning module's Startup / Shutdown, similar to detail view customizations.
#pragma once
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "GameplayDebuggerAddonBase.h"
class APlayerController;
class FGameplayDebuggerExtension : public FGameplayDebuggerAddonBase
{
public:
virtual ~FGameplayDebuggerExtension() {}
GAMEPLAYDEBUGGER_API virtual void OnGameplayDebuggerActivated() override;
GAMEPLAYDEBUGGER_API virtual void OnGameplayDebuggerDeactivated() override;
/** [LOCAL] description for gameplay debugger's header row, newline character is ignored */
GAMEPLAYDEBUGGER_API virtual FString GetDescription() const;
/** [LOCAL] called when added to debugger tool or tool is activated */
GAMEPLAYDEBUGGER_API virtual void OnActivated();
/** [LOCAL] called when removed from debugger tool or tool is deactivated */
GAMEPLAYDEBUGGER_API virtual void OnDeactivated();
/** check if extension is created for local player */
GAMEPLAYDEBUGGER_API bool IsLocal() const;
protected:
/** get player controller owning gameplay debugger tool */
GAMEPLAYDEBUGGER_API APlayerController* GetPlayerController() const;
};