Files
2026-04-22 15:51:07 +02:00

42 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "AutomationPerfMonitorManager.generated.h"
class UAutomationPerfMonitorManager;
UCLASS(Blueprintable, Config=Game)
class FORTNITEGAME_API UAutomationPerfMonitorManager : public UObject {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FString> DesiredStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRecording;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeSinceLastRecord;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 LastGoodFrame;
UAutomationPerfMonitorManager();
UFUNCTION(BlueprintCallable)
void StopRecordingFTestPerf();
UFUNCTION(BlueprintCallable)
void StartRecordingFTestPerf(TArray<FString> StatsToRecord);
UFUNCTION(BlueprintCallable)
bool IsRecordingFTestPerf();
UFUNCTION(BlueprintCallable)
float GetStatAverage(const FString& StatName);
UFUNCTION(BlueprintCallable)
static UAutomationPerfMonitorManager* GetPerfMonitorInstance();
};