23 virtual void BeginPlay()
override;
25 UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category =
"ALS|Debug")
26 void OnPlayerControllerInitialized(APlayerController* Controller);
28 virtual
void TickComponent(
float DeltaTime, ELevelTick TickType,
29 FActorComponentTickFunction* ThisTickFunction) override;
31 virtual
void OnComponentDestroyed(
bool bDestroyingHierarchy) override;
34 UFUNCTION(BlueprintImplementableEvent, Category = "ALS|
Debug")
35 void UpdateColoringSystem();
38 UFUNCTION(BlueprintImplementableEvent, Category = "ALS|
Debug")
39 void DrawDebugSpheres();
42 UFUNCTION(BlueprintImplementableEvent, Category = "ALS|
Debug")
43 void SetResetColors();
46 UFUNCTION(BlueprintImplementableEvent, Category = "ALS|
Debug")
47 void SetDynamicMaterials();
49 UFUNCTION(BlueprintCallable, Category = "ALS|
Debug")
50 void ToggleGlobalTimeDilationLocal(
float TimeDilation);
52 UFUNCTION(BlueprintCallable, Category = "ALS|
Debug")
55 UFUNCTION(BlueprintCallable, Category = "ALS|
Debug")
56 void ToggleHud() { bShowHud = !bShowHud; }
58 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
59 void ToggleDebugView();
61 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ALS|
Debug")
62 void OpenOverlayMenu(
bool bValue);
64 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ALS|
Debug")
65 void OverlayMenuCycle(
bool bValue);
67 UFUNCTION(BlueprintCallable, Category = "ALS|
Debug")
68 void ToggleDebugMesh();
70 UFUNCTION(BlueprintCallable, Category = "ALS|
Debug")
71 void ToggleTraces() { bShowTraces = !bShowTraces; }
73 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
74 void ToggleDebugShapes() { bShowDebugShapes = !bShowDebugShapes; }
76 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
77 void ToggleLayerColors() { bShowLayerColors = !bShowLayerColors; }
79 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
80 void ToggleCharacterInfo() { bShowCharacterInfo = !bShowCharacterInfo; }
82 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
83 bool GetDebugView() {
return bDebugView; }
85 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
86 bool GetShowTraces() {
return bShowTraces; }
88 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
89 bool GetShowDebugShapes() {
return bShowDebugShapes; }
91 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
92 bool GetShowLayerColors() {
return bShowLayerColors; }
94 UFUNCTION(BlueprintCallable, Category =
"ALS|Debug")
95 void FocusedDebugCharacterCycle(
bool bValue);
101 static
void DrawDebugLineTraceSingle(const UWorld* World,
102 const FVector& Start,
104 EDrawDebugTrace::Type DrawDebugType,
106 const FHitResult& OutHit,
107 FLinearColor TraceColor,
108 FLinearColor TraceHitColor,
111 static
void DrawDebugCapsuleTraceSingle(const UWorld* World,
112 const FVector& Start,
114 const FCollisionShape& CollisionShape,
115 EDrawDebugTrace::Type DrawDebugType,
117 const FHitResult& OutHit,
118 FLinearColor TraceColor,
119 FLinearColor TraceHitColor,
122 static
void DrawDebugSphereTraceSingle(const UWorld* World,
123 const FVector& Start,
125 const FCollisionShape& CollisionShape,
126 EDrawDebugTrace::Type DrawDebugType,
128 const FHitResult& OutHit,
129 FLinearColor TraceColor,
130 FLinearColor TraceHitColor,
134 void DetectDebuggableCharactersInWorld();
137 UPROPERTY(BlueprintReadOnly, Category = "ALS|
Debug")
140 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|
Debug")
143 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|
Debug")
144 bool bShowHud = false;
146 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|
Debug")
147 bool bShowCharacterInfo = false;
149 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|
Debug")
150 TObjectPtr<USkeletalMesh> DebugSkeletalMesh =
nullptr;
152 UPROPERTY(BlueprintReadOnly, Category = "ALS|
Debug")
155 UPROPERTY(BlueprintReadOnly, Category = "ALS|
Debug")
158 static
bool bDebugView;
160 static
bool bShowTraces;
162 static
bool bShowDebugShapes;
164 static
bool bShowLayerColors;
166 bool bNeedsColorReset = false;
168 bool bDebugMeshVisible = false;
171 TObjectPtr<USkeletalMesh> DefaultSkeletalMesh =
nullptr;
175 int32 FocusedDebugCharacterIndex = INDEX_NONE;