2016-01-07 08:17:16 -05:00
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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2016-02-24 14:23:53 -05:00
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//////////////////////////////////////////////////////////////////////////
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// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
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// Please check GameplayDebugger.h for details.
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2014-03-14 14:13:41 -04:00
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#pragma once
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2014-06-23 07:12:12 -04:00
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#include "ShowFlags.h"
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2015-10-06 15:59:09 -04:00
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#include "GameplayDebuggerSettings.h"
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2014-03-14 14:13:41 -04:00
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#include "GameplayDebuggingHUDComponent.generated.h"
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2014-06-10 13:56:35 -04:00
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class AGameplayDebuggingReplicator;
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struct GAMEPLAYDEBUGGER_API FDebugCategoryView
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{
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FString Desc;
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TEnumAsByte<EAIDebugDrawDataView::Type> View;
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FDebugCategoryView() {}
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FDebugCategoryView(EAIDebugDrawDataView::Type InView, const FString& Description) : Desc(Description), View(InView) {}
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};
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2014-11-27 08:16:04 -05:00
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#define ADD_GAMEVIEW_CATEGORY(__Category__) \
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{\
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UGameplayDebuggerSettings* GDS = UGameplayDebuggerSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerSettings>();\
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Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::__Category__, GDS->GetCustomViewNames().__Category__.Len() ? GDS->GetCustomViewNames().__Category__ : TEXT(#__Category__)));\
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2014-11-27 08:16:04 -05:00
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}
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2014-06-10 13:56:35 -04:00
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2015-01-15 11:57:16 -05:00
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UCLASS(config = Engine, notplaceable)
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class GAMEPLAYDEBUGGER_API AGameplayDebuggingHUDComponent : public AActor
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{
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GENERATED_UCLASS_BODY()
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2014-03-14 14:13:41 -04:00
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struct FPrintContext
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{
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public:
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class UCanvas* Canvas;
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class UFont* Font;
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float CursorX, CursorY;
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float DefaultX, DefaultY;
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FFontRenderInfo FontRenderInfo;
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public:
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FPrintContext() {}
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FPrintContext(class UFont* InFont, class UCanvas* InCanvas, float InX, float InY) : Canvas(InCanvas), Font(InFont), CursorX(InX), CursorY(InY), DefaultX(InX), DefaultY(InY) {}
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};
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public:
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virtual void Render();
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void SetWorld(UWorld* InWorld) { World = InWorld; }
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virtual UWorld* GetWorld() const override { return World != NULL ? World : Super::GetWorld(); }
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/** Set the canvas to use during drawing */
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void SetCanvas(class UCanvas* InCanvas) { Canvas = InCanvas; }
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void SetPlayerOwner(APlayerController* InPlayerOwner) { PlayerOwner = InPlayerOwner; }
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APlayerController* GetPlayerOwner() { return PlayerOwner; }
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protected:
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//virtual void DrawOnCanvas(class UCanvas* Canvas, APlayerController* PC);
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virtual void DrawPath(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawOverHeadInformation(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawBasicData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawBehaviorTreeData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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2016-02-24 14:23:53 -05:00
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#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
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DEPRECATED_FORGAME(4.13, "GameplayDebuggingHUDComponent class is now deprecated, please check GameplayDebugger.h for details.")
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#endif // !ENABLE_OLD_GAMEPLAY_DEBUGGER
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virtual void DrawGameSpecificView(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent) {}
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2014-03-14 14:13:41 -04:00
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void PrintAllData();
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2014-04-24 15:04:22 -04:00
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void DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent);
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2014-04-23 18:06:41 -04:00
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static void CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY);
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static void CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY);
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static FVector ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location);
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static void DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y );
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static void DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale = 0.f);
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2014-06-10 13:56:35 -04:00
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virtual void GetKeyboardDesc(TArray<FDebugCategoryView>& Categories);
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2015-06-02 11:44:27 -04:00
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void PrintString(FPrintContext& Context, const FString& InString );
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void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString );
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void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y );
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void DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent);
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AGameplayDebuggingReplicator* GetDebuggingReplicator();
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2014-03-14 14:13:41 -04:00
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private:
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// local player related draw from PostRender
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void DrawDebugComponentData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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2015-06-02 11:44:27 -04:00
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public:
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UPROPERTY(config)
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float MenuStartX;
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UPROPERTY(config)
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float MenuStartY;
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UPROPERTY(config)
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float DebugInfoStartX;
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UPROPERTY(config)
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float DebugInfoStartY;
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protected:
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UPROPERTY(Transient)
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UCanvas* Canvas;
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UPROPERTY(Transient)
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APlayerController* PlayerOwner;
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TWeakObjectPtr<AGameplayDebuggingReplicator> CachedDebuggingReplicator;
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2014-03-14 14:13:41 -04:00
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FString HugeOutputString;
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FPrintContext OverHeadContext;
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FPrintContext DefaultContext;
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UWorld* World;
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FEngineShowFlags EngineShowFlags;
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float BlackboardFinishY;
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2015-06-02 11:44:27 -04:00
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private:
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float ItemDescriptionWidth;
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float ItemScoreWidth;
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float TestScoreWidth;
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2014-03-14 14:13:41 -04:00
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};
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