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Engine executable. Settings and tools of the game program (CivilizationVI.exe), usable without a mod. Mostly undocumented debug and configuration functionality; descriptions come from analysis of the executable and have not all been tried in the running game.

TutorialManager

ForgeUI control type (ForgeUI::TutorialManager). 12 methods, called on an instance with a colon: Controls.SomeName:Method(...).

Method C++ signature printed by the exe Lua signature Owner basis
AddControlToAlwaysReceiveInput void AddControlToAlwaysReceiveInput( ControlBase* ) TutorialManager:AddControlToAlwaysReceiveInput(arg1: ControlBase) unique method name
ClearPersistantInputControls void ClearPersistantInputControls( void ) TutorialManager:ClearPersistantInputControls() unique method name
EnableControlsByIdOrTag void EnableControlsByIdOrTag( const char*, uint, bool ) TutorialManager:EnableControlsByIdOrTag(arg1: string, arg2: integer, arg3: boolean) unique method name
EnableOverlay void EnableOverlay( bool ) TutorialManager:EnableOverlay(arg1: boolean) unique method name
GetHash uint GetHash( const char* ) const TutorialManager:GetHash(arg1: string) -> integer neighbouring methods in the code
HideAll void HideAll( void ) TutorialManager:HideAll() neighbouring methods in the code
HideControlsByID void HideControlsByID( const char*, bool ) TutorialManager:HideControlsByID(arg1: string, arg2: boolean) unique method name
IsActive bool IsActive( void ) TutorialManager:IsActive() -> boolean unique method name
IsOverlayEnabled bool IsOverlayEnabled( void ) TutorialManager:IsOverlayEnabled() -> boolean unique method name
RemoveControlToAlwaysReceiveInput void RemoveControlToAlwaysReceiveInput( ControlBase* ) TutorialManager:RemoveControlToAlwaysReceiveInput(arg1: ControlBase) unique method name
SetActiveAlways void SetActiveAlways( bool ) TutorialManager:SetActiveAlways(arg1: boolean) unique method name
ShowControlsByID void ShowControlsByID( const char*, bool ) TutorialManager:ShowControlsByID(arg1: string, arg2: boolean) unique method name