Overheads Reference
FGameplayDebuggerCategoryExtended
has an instance of FGameplayDebuggerOverheadCollector
automatically managed for you, accessible via Collector
property.
Adding an overhead
Adds/creates a new overhead tile at the specified world position.
FGameplayDebuggerOverhead& Add(const FVector& WorldPos, bool Unique = false);
An FGameplayDebuggerOverhead
object allows for managing the "overhead tile", an overhead tile consists of categories, but is also a category itself.
FGameplayDebuggerOverhead methods:
Create a new category
FOverheadCategory& Category(const FString& InLabel);
FOverheadCategory methods:
Add a formatted label & value
FOverheadCategory& AddF(const FString& InLabel, const FmtType& Fmt, Types... Args)
Add a label & value
FOverheadCategory& Add(const FString& InLabel, const FString& Value = "")
Add a separator
FOverheadCategory& Separator(const FString& InLabel = "", FLinearColor SeparatorColor = GColorList.DimGrey)
Indent all subsequent writes
FOverheadCategory& Indent()
Unindent all subsequent writes
FOverheadCategory& Unindent()
Last modified: 11 November 2024