Server-authoritative, data-driven item/inventory/interaction/carry/equipment/ world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
25 lines
739 B
C++
25 lines
739 B
C++
// Copyright ExByte Studios. Item Interaction Ecosystem.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Subsystems/WorldSubsystem.h"
|
|
#include "ItemDebugSubsystem.generated.h"
|
|
|
|
/**
|
|
* On-screen runtime debugger (section 29). Toggle with the console variable
|
|
* `ItemEco.DebugHUD 1`. Draws the local player's held item, current interaction
|
|
* target and the available interactions each frame. Read-only / client-local.
|
|
*/
|
|
UCLASS()
|
|
class ITEMDEBUG_API UItemDebugSubsystem : public UTickableWorldSubsystem
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
//~ FTickableGameObject
|
|
virtual void Tick(float DeltaTime) override;
|
|
virtual TStatId GetStatId() const override;
|
|
virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;
|
|
};
|