GameplayCue.BuildGameplayCueTranslator

GameplayCue.BuildGameplayCueTranslator

#Overview

name: GameplayCue.BuildGameplayCueTranslator

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayCueManager.cpp:1726

Scope: file

Source code excerpt:


FAutoConsoleCommandWithWorld RunGameplayCueTranslatorCmd(
	TEXT("GameplayCue.BuildGameplayCueTranslator"),
	TEXT("Displays GameplayCue notify map"),
	FConsoleCommandWithWorldDelegate::CreateStatic(RunGameplayCueTranslator)
	);

// -----------------------------------------------------

#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueTranslator.h:48

Scope: file

Source code excerpt:

 *	
 *	GameplayCue.PrintGameplayCueTranslator				[prints translationLUT]
 *	GameplayCue.BuildGameplayCueTranslator				[rebuilds translationLUT, useful for debugging]
 */

// -----------------------------------------------------------------------------
//	Editor only. Data that is only used by the GameplayCue editor tool
// -----------------------------------------------------------------------------
#if WITH_EDITOR
struct GAMEPLAYABILITIES_API FGameplayCueTranslationEditorOnlyData
{
	FGameplayCueTranslationEditorOnlyData()
		:UniqueID(0), Enabled(true)
	{
	}

	FName	EditorDescription;	// For pretty/custom printing
	FString ToolTip;			// additional info for tooltip text (exactly where did this rule come from?)
	int32	UniqueID;			// For filtering overrides by translation rule. Set by the GameplaycueTranslator.
	bool	Enabled;			// Is this actually enabled, or not (and if not, we may still want to draw it in the editor but greyed out). In non editor builds, the translator rule class should "just not return the rule" if its disanled.
};

struct GAMEPLAYABILITIES_API FGameplayCueTranslationEditorInfo
{
	FGameplayTag GameplayTag;	// Will only exist if there is an existing FGameplayTag
	FName	GameplayTagName;	// Will always exist, even if tag hasn't been created
	
	FGameplayCueTranslationEditorOnlyData EditorData;
};
#endif

// -----------------------------------------------------------------------------
//	Run Time
// -----------------------------------------------------------------------------

class UGameplayCueTranslator;

/** Basis for name swaps. This swaps FromName to ToName */
struct GAMEPLAYABILITIES_API FGameplayCueTranslationNameSwap
{
	FName	FromName;
	TArray<FName, TInlineAllocator<4> >	ToNames;

#if WITH_EDITOR