net.Montage.Debug

net.Montage.Debug

#Overview

name: net.Montage.Debug

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/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),