void UGameplayDebuggingComponent::CollectDataToReplicate(bool bCollectExtendedData)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
    if (!GetSelectedActor())
    {
        return;
    }

    if (ShouldReplicateData(EAIDebugDrawDataView::Basic) || ShouldReplicateData(EAIDebugDrawDataView::OverHead))
    {
        CollectBasicData();
    }

    AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
    const bool bDrawFullData = Replicator->GetSelectedActorToDebug() == GetSelectedActor();
    if (bDrawFullData && ShouldReplicateData(EAIDebugDrawDataView::Basic))
    {
        CollectPathData();
    }

    if (bCollectExtendedData && bDrawFullData)
    {
        if (ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
        {
            CollectBehaviorTreeData();
        }

#if WITH_EQS
        if (ShouldReplicateData(EAIDebugDrawDataView::EQS))
        {
            bool bEnabledEnvironmentQueryEd = true;
            if (GConfig)
            {
                GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
            }

            if (bEnabledEnvironmentQueryEd)
            {
                CollectEQSData();
            }
        }
#endif // WITH_EQS
    }
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void FGameplayDebuggerCategory_AI::CollectData(APlayerController* OwnerPC, AActor* DebugActor)
{
	APawn* MyPawn = Cast<APawn>(DebugActor);
	ACharacter* MyChar = Cast<ACharacter>(MyPawn);
	DataPack.PawnName = MyPawn ? MyPawn->GetHumanReadableName() : FString(TEXT("{red}No selected pawn."));
	DataPack.bIsUsingCharacter = (MyChar != nullptr);

	AAIController* MyController = MyPawn ? Cast<AAIController>(MyPawn->Controller) : nullptr;
	DataPack.bHasController = (MyController != nullptr);
	if (MyController)
	{
		if (MyController->IsPendingKill() == false)
		{
			DataPack.ControllerName = MyController->GetName();
		}
		else
		{
			DataPack.ControllerName = TEXT("Controller PENDING KILL");
		}
	}
	else
	{
		DataPack.ControllerName = TEXT("No Controller");
	}

	if (MyPawn && !MyPawn->IsPendingKill())
	{
		UCharacterMovementComponent* CharMovementComp = MyChar ? MyChar->GetCharacterMovement() : nullptr;
		if (CharMovementComp)
		{
			UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
			AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
			DataPack.MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : FString(TEXT("None"));
			DataPack.MovementModeInfo = CharMovementComp->GetMovementName();
		}

		UBehaviorTreeComponent* BehaviorComp = MyController ? Cast<UBehaviorTreeComponent>(MyController->BrainComponent) : nullptr;
		DataPack.bIsUsingBehaviorTree = (BehaviorComp != nullptr);
		if (BehaviorComp)
		{
			DataPack.CurrentAITask = BehaviorComp->DescribeActiveTasks();
			DataPack.CurrentAIState = BehaviorComp->IsRunning() ? TEXT("Running") : BehaviorComp->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
			DataPack.CurrentAIAssets = BehaviorComp->DescribeActiveTrees();
		}

		UGameplayTasksComponent* TasksComponent = MyController ? MyController->GetGameplayTasksComponent() : nullptr;
		DataPack.bIsUsingGameplayTasks = (TasksComponent != nullptr);
		if (TasksComponent)
		{
			for (FConstGameplayTaskIterator It = TasksComponent->GetTickingTaskIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TickingTaskInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTickingTasks++;
				}
			}

			for (FConstGameplayTaskIterator It = TasksComponent->GetPriorityQueueIterator(); It; ++It)
			{
				const UGameplayTask* TaskOb = *It;
				if (TaskOb)
				{
					DataPack.TaskQueueInfo += DescribeTaskHelper(*TaskOb);
					DataPack.NumTasksInQueue++;
				}
			}
		}

		DataPack.MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : FString();

		UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
		const ANavigationData* NavData = MyController && NavSys ? NavSys->GetNavDataForProps(MyController->GetNavAgentPropertiesRef()) : nullptr;
		DataPack.NavDataInfo = NavData ? NavData->GetConfig().Name.ToString() : FString();

		CollectPathData(MyController);
	}
	else
	{
		PathDataPack.PathCorridor.Reset();
		PathDataPack.PathPoints.Reset();
	}
}