Macros

Some of these macros are only functional while in the editor, and some work on both. Some of these macros are meant for .cpp files and placed in the global scope. The rest can be placed inside of regular code.

Omni_InsightsTrace_Str("My insights trace")
  • Wrapper for TRACE_CPUPROFILER_EVENT_SCOPE_STR

Omni_InsightsTrace()
  • Wrapper for TRACE_CPUPROFILER_EVENT_SCOPE(__FUNCTION__). If the function this macro is inside of is called Bar and the class is named Foo, this will display as Foo::Bar inside Unreal Insights

Omni_OnModuleStarted("AIF_Mass")
{
    UE_LOG(LogTemp, Warning, TEXT("AIF_Mass module has started"));
}
  • This macro will trigger the code beneath it whenever the specified module is started. You can find module names inside of a plugins .uplugin file.

  • Place in .cpp file and in global scope.

Omni_SetClassIcon(
AgentIntelligenceFramework, /*Plugin name*/
AgentGameplayEffectConfig, /*Class name (No U prefix)*/
 EffectIconSlate) /*Name of SVG inside of plugins resource folder*/
  • Automatically assigns an SVG (must be inside the plugins Resource folder) for a class as the class icon and class thumbnail.

  • Place in .cpp file and in global scope.

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