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