| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| /** | |
| * 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; | |
| }; | |