Hi
So I noticed the method described here Gameplay Debugger | Unreal Engine Documentation is deprecated, according to comments in GameplayDebugger.h. Looks like the new method is much simpler… but I haven’t got it to work!
I subclassed GameplayDebuggerCategory, and modified the module’s build.cs:
if (UEBuildConfiguration.bBuildDeveloperTools &&
Target.Configuration != UnrealTargetConfiguration.Shipping &&
Target.Configuration != UnrealTargetConfiguration.Test)
{
PrivateDependencyModuleNames.Add("GameplayDebugger");
PrivateDependencyModuleNames.Add("AIModule");
Definitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
}
And I’m registering my new category in the module’s startup function:
#if WITH_GAMEPLAY_DEBUGGER
IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
GameplayDebuggerModule.RegisterCategory("Custom", IGameplayDebugger::FOnGetCategory::CreateStatic(&FGameplayDebuggerCategory_Custom::MakeInstance), EGameplayDebuggerCategoryState::EnabledInGame, 5);
GameplayDebuggerModule.NotifyCategoriesChanged();
#endif
RegisterCategory is definitely being called (UE_LOGs at that point are visible), but my category isn’t in the list when I activate gameplay debugging. I wondered if maybe I hadn’t overridden some vital function, but a renamed copy of the standard AI category doesn’t appear either. I feel like I’m missing something obvious, but I don’t know what - any suggestions?
Thanks,
Chris