#include <WeaponSystemEditor.h>
◆ ShutdownModule()
| void FWeaponSystemEditorModule::ShutdownModule |
( |
| ) |
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overridevirtual |
20{
21#if WITH_GAMEPLAY_DEBUGGER
22 if (IGameplayDebugger::IsAvailable())
23 {
24 IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
25 GameplayDebuggerModule.UnregisterCategory("Weapons");
26 GameplayDebuggerModule.NotifyCategoriesChanged();
27 }
28#endif
29
30}
◆ StartupModule()
| void FWeaponSystemEditorModule::StartupModule |
( |
| ) |
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overridevirtual |
10{
11#if WITH_GAMEPLAY_DEBUGGER
12 IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
13 GameplayDebuggerModule.RegisterCategory("Weapons", IGameplayDebugger::FOnGetCategory::CreateStatic(&FGameplayDebuggerCategory_Weapons::MakeInstance));
14 GameplayDebuggerModule.NotifyCategoriesChanged();
15#endif
16
17}
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/WeaponSystem/Source/WeaponSystemEditor/Public/WeaponSystemEditor.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/WeaponSystem/Source/WeaponSystemEditor/Private/WeaponSystemEditor.cpp