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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]
65 lines
1.6 KiB
C++
65 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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namespace UE::Trace
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{
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class FStoreClient;
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}
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/**
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* The public interface to this module
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*/
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class IStateTreeModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static IStateTreeModule& Get()
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{
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return FModuleManager::LoadModuleChecked<IStateTreeModule>("StateTreeModule");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("StateTreeModule");
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}
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/**
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* Start tracing and enables StateTree debugging related channels (frame + statetree).
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* If traces are already active we keep track of all channels previously activated to restore them on stop.
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*/
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virtual void StartTraces() = 0;
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/**
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* Stops the trace service if it was not already connected when StartTraces was called.
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* Restores previously enabled channels if necessary.
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*/
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virtual void StopTraces() = 0;
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#if WITH_STATETREE_DEBUGGER
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/**
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* Gets the store client.
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*/
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virtual UE::Trace::FStoreClient* GetStoreClient() = 0;
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#endif // WITH_STATETREE_DEBUGGER
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};
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "CoreMinimal.h"
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#endif
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