net.Montage.Debug
net.Montage.Debug
#Overview
name: net.Montage.Debug
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Prints Replication information about AnimMontages\n 0: no print.\n 1: Print AnimMontage info on client side as they are played.
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/Source/Runtime/Core/Private/HAL/ConsoleManager.cpp:3814
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarNetMontageDebug(
TEXT("net.Montage.Debug"),
0,
TEXT("Prints Replication information about AnimMontages\n"
" 0: no print.\n"
" 1: Print AnimMontage info on client side as they are played."),
ECVF_Cheat);
#Loc: <Workspace>/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp:3146
Scope (from outer to inner):
file
function void UAbilitySystemComponent::OnRep_ReplicatedAnimMontage
Source code excerpt:
if (!AbilityActorInfo->IsLocallyControlled())
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("net.Montage.Debug"));
bool DebugMontage = (CVar && CVar->GetValueOnGameThread() == 1);
if (DebugMontage)
{
ABILITY_LOG( Warning, TEXT("\n\nOnRep_ReplicatedAnimMontage, %s"), *GetNameSafe(this));
ABILITY_LOG( Warning, TEXT("\tAnimMontage: %s\n\tPlayRate: %f\n\tPosition: %f\n\tBlendTime: %f\n\tNextSectionID: %d\n\tIsStopped: %d\n\tPlayInstanceId: %d"),
*GetNameSafe(ConstRepAnimMontageInfo.Animation),