Gameplay Debugger Extension Help

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