GameplayCue.PrintGameplayCueTranslator
GameplayCue.PrintGameplayCueTranslator
#Overview
name: GameplayCue.PrintGameplayCueTranslator
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help:
Displays GameplayCue notify map
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:1739
Scope: file
Source code excerpt:
FAutoConsoleCommandWithWorld PrintGameplayCueTranslatorCmd(
TEXT("GameplayCue.PrintGameplayCueTranslator"),
TEXT("Displays GameplayCue notify map"),
FConsoleCommandWithWorldDelegate::CreateStatic(PrintGameplayCueTranslator)
);
#if WITH_EDITOR
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueTranslator.h:47
Scope: file
Source code excerpt:
* Log LogGameplayCueTranslator Verbose [enable logging of tag translation]
*
* 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;