ts.debug.OverrideTargetingLifeTime
ts.debug.OverrideTargetingLifeTime
#Overview
name: ts.debug.OverrideTargetingLifeTime
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Overrides the draws life time to ease the debugging
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ts.debug.OverrideTargetingLifeTime is to override the draw lifetime for debugging purposes in the Gameplay Targeting System. This setting variable is primarily used for debugging and visualization of the targeting system.
This setting variable is part of the Gameplay Targeting System, which is an experimental plugin in Unreal Engine 5. It’s specifically used within the TargetingSubsystem module of this plugin.
The value of this variable is set through a console variable (CVar) system. It’s initialized with a default value of 0.0f and can be changed at runtime using console commands.
The associated variable OverrideTargetingLifeTime directly interacts with ts.debug.OverrideTargetingLifeTime. They share the same value, with OverrideTargetingLifeTime being the actual variable used in the code, while ts.debug.OverrideTargetingLifeTime is the console variable name used to modify it.
Developers must be aware that this variable is specifically for debugging purposes. It should not be relied upon for gameplay logic or production builds. It’s only available when ENABLE_DRAW_DEBUG is defined, which is typically only in development builds.
Best practices when using this variable include:
- Only use it for debugging and development purposes.
- Be cautious about performance impacts when enabling debug draws for extended periods.
- Remember to disable or reset it before creating production builds.
- Use it in conjunction with other debugging tools to get a comprehensive view of the targeting system’s behavior.
Regarding the associated variable OverrideTargetingLifeTime:
- Its purpose is to store the actual value used to override the targeting draw lifetime.
- It’s used within the TargetingSubsystem module of the Gameplay Targeting System plugin.
- Its value is set through the console variable system and can be accessed via the GetOverrideTargetingLifeTime() function of the UTargetingSubsystem class.
- It directly interacts with the ts.debug.OverrideTargetingLifeTime console variable.
- Developers should be aware that this variable is only for debugging and should not be used for gameplay logic.
- Best practices include using it temporarily during development and ensuring it’s not affecting performance in production builds.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/TargetingSystem/TargetingSubsystem.cpp:68
Scope (from outer to inner):
file
namespace TargetingSystemCVars
Source code excerpt:
static float OverrideTargetingLifeTime = 0.f;
FAutoConsoleVariableRef CvarOverrideTargetingLifeTime(
TEXT("ts.debug.OverrideTargetingLifeTime"),
OverrideTargetingLifeTime,
TEXT("Overrides the draws life time to ease the debugging")
);
#endif // ENABLE_DRAW_DEBUG
}
#Associated Variable and Callsites
This variable is associated with another variable named OverrideTargetingLifeTime
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/TargetingSystem/TargetingSubsystem.cpp:66
Scope (from outer to inner):
file
namespace TargetingSystemCVars
Source code excerpt:
);
static float OverrideTargetingLifeTime = 0.f;
FAutoConsoleVariableRef CvarOverrideTargetingLifeTime(
TEXT("ts.debug.OverrideTargetingLifeTime"),
OverrideTargetingLifeTime,
TEXT("Overrides the draws life time to ease the debugging")
);
#endif // ENABLE_DRAW_DEBUG
}
#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/TargetingSystem/TargetingSubsystem.cpp:775
Scope (from outer to inner):
file
function float UTargetingSubsystem::GetOverrideTargetingLifeTime
Source code excerpt:
float UTargetingSubsystem::GetOverrideTargetingLifeTime()
{
return TargetingSystemCVars::OverrideTargetingLifeTime;
}
/* static */
void UTargetingSubsystem::OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos)
{
if (IsTargetingDebugEnabled())