GameplayDebugger¶
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register_gameplay_debugger_category¶
Additive.
Registers (or reconfigures, idempotently) a named GameplayDebugger category backed by a single generic data-driven FGameplayDebuggerCategory (GameplayDebugger.h IGameplayDebugger::RegisterCategory). FGameplayDebuggerCategory has 0 BlueprintCallable surface, so this is the only path to author a custom debugger category from MCP. Toggle visibility in-game with the console command "showdebug <category_name>".
| Parameter | Type | Required | Description |
|---|---|---|---|
category_name |
string | yes | Unique name for this debugger category (required) |
specs |
array | yes | [{actor_class?: string, property_name: string, color?: string ("white"|"red"|"green"|"yellow"|"cyan"...), label?: string}] -- which properties to print for the current debug-actor, and how |
Returns: { category_name: string, spec_count: int, registered: bool, already_existed: bool }
unregister_gameplay_debugger_category¶
Destructive, idempotent.
Unregisters a named GameplayDebugger category created by register_gameplay_debugger_category (GameplayDebugger.h IGameplayDebugger::UnregisterCategory, the exact inverse of RegisterCategory). Also drops the category's stored specs. Idempotent: unregistering a category that register_gameplay_debugger_category did not create is an honest no-op reporting already_absent:true.
| Parameter | Type | Required | Description |
|---|---|---|---|
category_name |
string | yes | Name of the debugger category to unregister (required) |
Returns: { category_name: string, unregistered: bool, already_absent: bool }