void FGameplayDebugger::OnLevelActorAdded(AActor* InActor)
{
	// This function doesn't help much, because it's only called in EDITOR!
	// We need a function that is called in the game!  So instead of creating it automatically, I'm leaving it
	// to be created explicitly by any player controller that needs to create it.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	APlayerController* PC = Cast<APlayerController>(InActor);
	if (PC && PC->GetNetMode() < ENetMode::NM_Client)
	{
		UWorld* PCWorld = PC->GetWorld();
		if (PCWorld && PCWorld->IsGameWorld())
		{
			CreateGameplayDebuggerForPlayerController(PC);
		}
	}
#endif
}