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