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Enable console commands in test builds #358

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Mar 4, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@

bool bSplitActionBarIgnoreOptOut = false;

#if !( UE_BUILD_SHIPPING || UE_BUILD_TEST )
#if !UE_BUILD_SHIPPING

static FAutoConsoleVariableRef CVarSplitActionBarIgnoreOptOut(
TEXT( "SplitActionBar.IgnoreOptOut" ),
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@

DEFINE_LOG_CATEGORY( LogGBFGamePhase );

#if !( UE_BUILD_SHIPPING || UE_BUILD_TEST )
#if !UE_BUILD_SHIPPING
static FAutoConsoleCommand ListActivePhasesCommand(
TEXT( "PhaseSystem.ListActivePhases" ),
TEXT( "Prints the active phases in the log." ),
Expand Down Expand Up @@ -126,7 +126,7 @@ void UGBFGamePhaseSubsystem::UnRegisterObserver( FGBFGamePhaseObserverHandle han
} );
}

#if !( UE_BUILD_SHIPPING || UE_BUILD_TEST )
#if !UE_BUILD_SHIPPING
void UGBFGamePhaseSubsystem::DumpActivePhases( FOutputDevice & output_device )
{
output_device.Logf( ELogVerbosity::Verbose, TEXT( "Phase System - Active Phases :" ) );
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Original file line number Diff line number Diff line change
Expand Up @@ -104,7 +104,7 @@ class GAMEBASEFRAMEWORK_API UGBFGamePhaseSubsystem : public UWorldSubsystem
UFUNCTION( BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase" )
void UnRegisterObserver( FGBFGamePhaseObserverHandle handle );

#if !( UE_BUILD_SHIPPING || UE_BUILD_TEST )
#if !UE_BUILD_SHIPPING
void DumpActivePhases( FOutputDevice & output_device );
#endif

Expand Down