Saved Binds Reference
Creating a bind
AddSavedBind(FName SettingName)
Adds a new saved bind which will be saved to an .ini file.
AddDeveloperSettingsBind(UDeveloperSettings* DevSettings, FName SettingName)
This will use reflection to bind to an instance of your specified UDeveloperSettings object.
Both of these methods return a FGameplayDebuggerSetting
object which allows extra configuration.
Bind a key:
FGameplayDebuggerSetting& Bind(FName InKeyName, FGameplayDebuggerInputModifier InModifier, EGameplayDebuggerInputMode InInputMode);
Example:
AddSavedBind("DrawOverheads")
.Bind(EKeys::Z.GetFName(), FGameplayDebuggerInputModifier::None)
Sync to a variable pointer:
FGameplayDebuggerSetting& SyncTo(bool* InPropertyPtr)
Example:
// Header file has `bool bMySetting = true;`
AddSavedBind("MySetting")
.SyncTo(&bMySetting);
Set a title
FGameplayDebuggerSetting& Title(FString InTitle)
Last modified: 11 November 2024