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 }