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UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerSettings.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
//////////////////////////////////////////////////////////////////////////
// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
// Please check GameplayDebugger.h for details.
#include "GameplayDebuggerPrivatePCH.h"
#include "Misc/CoreMisc.h"
#include "GameplayDebuggingComponent.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingReplicator.h"
#include "GameplayDebuggingControllerComponent.h"
#include "AISystem.h"
#include "GameplayDebuggerSettings.h"
#if WITH_EDITOR
#include "Editor/EditorEngine.h"
#include "ISettingsModule.h"
#endif // WITH_EDITOR
UGameplayDebuggerSettings::UGameplayDebuggerSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
if (HasAnyFlags(RF_ClassDefaultObject))
{
/*read base default values from Engine config file. It can be overridden (locally) by Editor settings*/
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView1"), CustomViewNames.GameView1, GEngineIni);
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView2"), CustomViewNames.GameView2, GEngineIni);
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView3"), CustomViewNames.GameView3, GEngineIni);
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView4"), CustomViewNames.GameView4, GEngineIni);
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("OverHead"), OverHead, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Basic"), Basic, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("BehaviorTree"), BehaviorTree, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EQS"), EQS, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EnableEQSOnHUD"), EnableEQSOnHUD, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Perception"), Perception, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView1"), GameView1, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView2"), GameView2, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView3"), GameView3, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView4"), GameView4, GEngineIni);
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView5"), GameView5, GEngineIni);
#if ADD_LEVEL_EDITOR_EXTENSIONS
bExtendViewportMenu = false;
GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("bExtendViewportMenu"), bExtendViewportMenu, GEngineIni);
#endif
}
}
#if WITH_EDITOR
void UGameplayDebuggerSettings::PostInitProperties()
{
Super::PostInitProperties();
#define UPDATE_GAMEVIEW_DISPLAYNAME(__GameView__) \
{\
UProperty* Prop = FindField<UProperty>(UGameplayDebuggerSettings::StaticClass(), TEXT(#__GameView__));\
if (Prop)\
{\
Prop->SetPropertyFlags(CPF_Edit);\
Prop->SetMetaData(TEXT("DisplayName"), CustomViewNames.__GameView__.Len() > 0 ? *CustomViewNames.__GameView__ : TEXT(#__GameView__)); \
}\
}
UPDATE_GAMEVIEW_DISPLAYNAME(GameView1);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView2);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView3);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView4);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView5);
#undef UPDATE_GAMEVIEW_DISPLAYNAME
}
void UGameplayDebuggerSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName Name = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
const FName MemberPropertyName = (PropertyChangedEvent.MemberProperty != nullptr) ? PropertyChangedEvent.MemberProperty->GetFName() : NAME_None;
#define UPDATE_GAMEVIEW_DISPLAYNAME(__GameView__) \
if (MemberPropertyName == (TEXT("CustomViewNames"))) \
{\
if (Name == FName(TEXT(#__GameView__)) ) \
{ \
UProperty* Prop = FindField<UProperty>(UGameplayDebuggerSettings::StaticClass(), *Name.ToString());\
check(Prop);\
Prop->SetPropertyFlags(CPF_Edit); \
Prop->SetMetaData(TEXT("DisplayName"), CustomViewNames.__GameView__.Len() > 0 ? *CustomViewNames.__GameView__ : TEXT(#__GameView__)); \
}\
}
UPDATE_GAMEVIEW_DISPLAYNAME(GameView1);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView2);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView3);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView4);
UPDATE_GAMEVIEW_DISPLAYNAME(GameView5);
#undef UPDATE_GAMEVIEW_DISPLAYNAME
SaveConfig();
SettingChangedEvent.Broadcast(Name);
}
#endif