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- timeline tracks can be marked as stale (from a previous PIE session) to change their look - added world simulation timestamp for traces to represent the tracks in simulation time and not trace session time - create dedicated methods on the StateTree module to Start/Stop traces - unneeded trace channels are deactivated and restored if possible for a StateTree debug session in order to reduce trace size - DebuggerView can now auto start new trace on a new PIE session (new settings 'bShouldDebuggerAutoRecordOnPIE'') or user can control with dedicated button (similar to RewindDebugger) - moved StateTree editor settings under section "Plugins" #rnx #rb mikko.mononen #preflight 646e18e46c2a2532b1d92984 [CL 25644105 by yoan stamant in ue5-main branch]
31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#if WITH_STATETREE_DEBUGGER
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#include "Debugger/StateTreeTraceModule.h"
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#include "Debugger/StateTreeTraceProvider.h"
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#include "Debugger/StateTreeTraceAnalyzer.h"
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#include "Debugger/StateTreeDebugger.h" // Required to compile TArray<UE::StateTreeDebugger::FInstanceDescriptor> from StateTreeTraceProvider
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#include "TraceServices/Model/AnalysisSession.h"
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FName FStateTreeTraceModule::ModuleName("TraceModule_StateTree");
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void FStateTreeTraceModule::GetModuleInfo(TraceServices::FModuleInfo& OutModuleInfo)
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{
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OutModuleInfo.Name = ModuleName;
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OutModuleInfo.DisplayName = TEXT("StateTree");
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}
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void FStateTreeTraceModule::OnAnalysisBegin(TraceServices::IAnalysisSession& InSession)
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{
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const TSharedPtr<FStateTreeTraceProvider> Provider = MakeShared<FStateTreeTraceProvider>(InSession);
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InSession.AddProvider(FStateTreeTraceProvider::ProviderName, Provider);
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InSession.AddAnalyzer(new FStateTreeTraceAnalyzer(InSession, *Provider));
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}
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void FStateTreeTraceModule::GetLoggers(TArray<const TCHAR *>& OutLoggers)
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{
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OutLoggers.Add(TEXT("StateTree"));
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}
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#endif // WITH_STATETREE_DEBUGGER
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