Skip to content

UMovementDebugger

#include <MovementDebugger.h>

Inherits from UActorComponent

Public Functions

Name
void Animate(float Scale)
void AutoSaveToFile(bool bSendToServer, const FString & Directory)
void BackwardPressed()
void ClientLoadFromFile(const FString & Filename)
void ClientSendFrame(FMovementDebugFrame DebugFrame, bool bSyncTimeStamp)
void CloseDebugger()
void DecreaseFrameOffset()
void DisplayDebugScrollDown()
void DisplayDebugScrollReleased()
void DisplayDebugScrollUp()
void DrawDebug(UCanvas * Canvas)
void DrawFrame(FMovementDebugFrame & DebugFrame, FColor Clr)
void DrawPose(FDebugDrawShapes & DebugDraw, FColor Clr)
void DrawStatLine(FVector Start, FVector End, FColor Clr)
bool FindServerFrame(TArray< FMovementDebugFrame > & SearchFrames, FMovementDebugFrame & ReturnFrame, float ClientTimeStamp, int32 Direction)
void FixClientTimeStamps(TArray< FMovementDebugFrame > & Frames)
void ForwardPressed()
FMovementDebugFrame GetClientFrame()
int32 GetClientIndex()
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
FMovementDebugFrame GetServerFrame()
void IncreaseFrameOffset()
void LoadFromFile(const FString & Filename)
void NextCharacter()
void OnMovementSync(float ClientTimeStamp, float DeltaTime)
void OnPossessed(APawn * NewPawn)
void OnRep_Recording()
void PlayReleased()
void PreviousCharacter()
void RecordBoneChain(FDebugDrawShapes & DebugDraw, ACharacter * Pawn, FName BoneName, FColor Color)
void RecordCapsule(FMovementDebugFrame & DebugFrame, ACharacter * Pawn, FColor Color)
void RecordOtherCharacter(FMovementDebugSimualated & OtherCharacter, ATBLCharacterBase * OtherChar, UNetConnection * Connection)
void RecordPose(FDebugDrawShapes & DebugDraw, ACharacter * Pawn, FColor Color)
void SaveToFile(const FString & Filename)
void ServerSaveToFile(const FString & Filename)
void ServerSetClientIndex(int32 Index)
void ServerSetClientTimeStamp(float ClientTimeStamp, int32 Direction)
void ServerSetTargetCharacter(ATBLCharacter * DebugTarget)
void SetTargetCharacter(ATBLCharacter * Character)
void StartRecord()
void StopRecord()
void Teleport()
void ToggleDrawClient()
void ToggleDrawServer()
void ToggleRecord()
UMovementDebugger()

Public Attributes

Name
TArray< FName > BoneNames
float DebugPositionIndex
int32 DisplayDebugScrollDir
float DisplayDebugScrollY
int32 FrameOffset
int32 ID
UInputComponent * InputComponent
FString LastSavedFileName
int32 OtherCharacterIndex
int32 PlayDirection
float PlayDirectionDelay
TArray< FMovementDebugFrame > RecordedFrames
FMovementDebugFrame ServerFrame
TArray< FMovementDebugFrame > ServerFramesFromFile
int32 ServerSyncFrame
ATBLCharacter * TargetCharacter
bool bDrawClient
bool bDrawServer
bool bRecording

Updated on 2025-01-21 at 09:02:24 +0100