24#if WITH_GAMEPLAY_DEBUGGER
26 static bool GetOverheadLocation(
const AActor& DebugActor,
const FGameplayDebuggerCanvasContext& CanvasContext,
const FString& String,
float& PosX,
float& PosY);
27 static bool GetOverheadLocation(
const FVector& ActorLocation,
const float ActionHalfHeight,
const FGameplayDebuggerCanvasContext& CanvasContext,
const FString& String,
float& PosX,
float& PosY);
29 static bool GetShowServerValues();
31 static FString GetBoolText(
const bool bValue);
32 static FString GetServerText(
const bool bShowServer);
33 static FString GetServerBoolText(
const bool bShowServer,
const bool bValue);
34 static FString GetServerIntText(
const bool bShowServer,
const int32 Value);
35 static FString GetServerFloatText(
const bool bShowServer,
const float Value);
37 static UWorld* FindPlayInEditorAuthorityWorld();
38 static APlayerController* FindPlayInEditorAuthorityPlayerController(
const APlayerController* ClientController);
40 static void PrintBoolValue(FGameplayDebuggerCanvasContext& CanvasContext,
const FString& Name,
const bool bValue,
const bool bServerValue);
41 static void PrintIntValue(FGameplayDebuggerCanvasContext& CanvasContext,
const FString& Name,
const int32 Value,
const int32 ServerValue);
42 static void PrintFloatValue(FGameplayDebuggerCanvasContext& CanvasContext,
const FString& Name,
const float Value,
const float ServerValue);
43 static void PrintStringValue(FGameplayDebuggerCanvasContext& CanvasContext,
const FString& Name,
const FString& Value,
const FString& ServerValue);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13