Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimGraphRuntimeTrace.cpp
Thomas Sarkanen 1aa82a07db Moved skeletal mesh & component traces to use the new array API
Also removed initialization functions as they are no longer needed with channels

#rb Jurre.deBaare

[CL 11042967 by Thomas Sarkanen in Dev-Core branch]
2020-01-17 09:27:20 -05:00

45 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimeTrace.h"
#if ANIM_TRACE_ENABLED
#include "Trace/Trace.h"
#include "Animation/BlendSpaceBase.h"
#include "AnimNodes/AnimNode_BlendSpacePlayer.h"
#include "Animation/AnimInstanceProxy.h"
UE_TRACE_EVENT_BEGIN(Animation, BlendSpacePlayer)
UE_TRACE_EVENT_FIELD(uint64, Cycle)
UE_TRACE_EVENT_FIELD(uint64, AnimInstanceId)
UE_TRACE_EVENT_FIELD(uint64, BlendSpaceId)
UE_TRACE_EVENT_FIELD(int32, NodeId)
UE_TRACE_EVENT_FIELD(float, PositionX)
UE_TRACE_EVENT_FIELD(float, PositionY)
UE_TRACE_EVENT_FIELD(float, PositionZ)
UE_TRACE_EVENT_END()
void FAnimGraphRuntimeTrace::OutputBlendSpacePlayer(const FAnimationBaseContext& InContext, const FAnimNode_BlendSpacePlayer& InNode)
{
bool bEventEnabled = UE_TRACE_CHANNELEXPR_IS_ENABLED(AnimationChannel);
if (!bEventEnabled)
{
return;
}
check(InContext.AnimInstanceProxy);
TRACE_OBJECT(InContext.AnimInstanceProxy->GetAnimInstanceObject());
TRACE_OBJECT(InNode.BlendSpace);
UE_TRACE_LOG(Animation, BlendSpacePlayer, AnimationChannel)
<< BlendSpacePlayer.Cycle(FPlatformTime::Cycles64())
<< BlendSpacePlayer.AnimInstanceId(FObjectTrace::GetObjectId(InContext.AnimInstanceProxy->GetAnimInstanceObject()))
<< BlendSpacePlayer.BlendSpaceId(FObjectTrace::GetObjectId(InNode.BlendSpace))
<< BlendSpacePlayer.NodeId(InContext.GetCurrentNodeId())
<< BlendSpacePlayer.PositionX(InNode.X)
<< BlendSpacePlayer.PositionY(InNode.Y)
<< BlendSpacePlayer.PositionZ(InNode.Z);
}
#endif