Gameplay Debugger Extension Help

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