RealtimeStyleTransferRuntime/Source/LyraGame/Weapons/LyraWeaponDebugSettings.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettingsBackedByCVars.h"
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#include "UObject/NameTypes.h"
#include "UObject/UObjectGlobals.h"
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#include "LyraWeaponDebugSettings.generated.h"
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class UObject;
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/**
* Developer debugging settings for weapons
*/
UCLASS(config=EditorPerProjectUserSettings)
class ULyraWeaponDebugSettings : public UDeveloperSettingsBackedByCVars
{
GENERATED_BODY()
public:
ULyraWeaponDebugSettings();
//~UDeveloperSettings interface
virtual FName GetCategoryName() const override;
//~End of UDeveloperSettings interface
public:
// Should we do debug drawing for bullet traces (if above zero, sets how long (in seconds)
UPROPERTY(config, EditAnywhere, Category=General, meta=(ConsoleVariable="lyra.Weapon.DrawBulletTraceDuration", ForceUnits=s))
float DrawBulletTraceDuration;
// Should we do debug drawing for bullet impacts (if above zero, sets how long (in seconds)
UPROPERTY(config, EditAnywhere, Category = General, meta = (ConsoleVariable = "lyra.Weapon.DrawBulletHitDuration", ForceUnits = s))
float DrawBulletHitDuration;
// When bullet hit debug drawing is enabled (see DrawBulletHitDuration), how big should the hit radius be? (in cm)
UPROPERTY(config, EditAnywhere, Category = General, meta = (ConsoleVariable = "lyra.Weapon.DrawBulletHitRadius", ForceUnits=cm))
float DrawBulletHitRadius;
};