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#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 Change2957866on 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 Change2964098on 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]
357 lines
9.8 KiB
C++
357 lines
9.8 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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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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#pragma once
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#include "Components/PrimitiveComponent.h"
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#include "GameplayDebuggingTypes.h"
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#include "EnvironmentQuery/EQSQueryResultSourceInterface.h"
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#include "EnvironmentQuery/EnvQueryDebugHelpers.h"
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#include "Debug/DebugDrawService.h"
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#include "GameplayDebuggingComponent.generated.h"
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#define WITH_EQS 1
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struct FDebugContext;
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//struct FEnvQueryInstance;
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UENUM()
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namespace EDebugComponentMessage
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{
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enum Type
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{
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EnableExtendedView,
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DisableExtendedView,
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ActivateReplication,
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DeactivateReplilcation,
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ActivateDataView,
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DeactivateDataView,
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SetMultipleDataViews,
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};
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}
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnDebuggingTargetChanged, class AActor* /*Owner of debugging component*/, bool /*is being debugged now*/);
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DECLARE_LOG_CATEGORY_EXTERN(LogGameplayDebugger, Log, All);
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UENUM()
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enum class EGameplayDebuggerShapeElement : uint8
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{
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Invalid,
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String,
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SinglePoint,
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Segment,
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Box,
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Cone,
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Cylinder,
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Capsule,
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Polygon,
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};
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USTRUCT()
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struct FGameplayDebuggerShapeElement
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{
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GENERATED_USTRUCT_BODY()
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/** points defining shape */
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UPROPERTY()
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TArray<FVector> Points;
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UPROPERTY()
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float ThicknesOrRadius;
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/** description of shape */
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UPROPERTY()
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FString Description;
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/** color of shape */
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UPROPERTY()
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FColor Color;
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/** type of shape */
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UPROPERTY()
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EGameplayDebuggerShapeElement Type;
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FGameplayDebuggerShapeElement() : Type(EGameplayDebuggerShapeElement::Invalid) {}
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EGameplayDebuggerShapeElement GetType() const { return Type; }
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FColor GetFColor() const { return Color; }
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static FGameplayDebuggerShapeElement MakePoint(const FVector& Location, const float Radius, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakeSegment(const FVector& StartLocation, const FVector& EndLocation, const float Thickness, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakeBox(const FVector& Center, const FVector& Extent, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakeCone(const FVector& Location, const FVector& Direction, const float Length, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakeCylinder(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakeCapsule(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description);
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static FGameplayDebuggerShapeElement MakePolygon(const TArray<FVector>& Verts, const FColor& Color, const FString& Description);
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};
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UCLASS(config=Engine)
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class GAMEPLAYDEBUGGER_API UGameplayDebuggingComponent : public UPrimitiveComponent, public IEQSQueryResultSourceInterface
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{
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GENERATED_UCLASS_BODY()
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friend class AGameplayDebuggingHUDComponent;
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struct FPathCorridorPolygons
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{
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TArray<FVector> Points;
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FColor Color;
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};
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UPROPERTY(globalconfig)
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FString DebugComponentClassName;
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UPROPERTY(Replicated)
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int32 ShowExtendedInformatiomCounter;
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UPROPERTY(Replicated)
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TArray<int32> ReplicateViewDataCounters;
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UPROPERTY(Replicated)
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FString ControllerName;
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UPROPERTY(Replicated)
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FString PawnName;
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UPROPERTY(Replicated)
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FString PawnClass;
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UPROPERTY(Replicated)
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FString DebugIcon;
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UPROPERTY(Replicated)
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FString MovementBaseInfo;
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UPROPERTY(Replicated)
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FString MovementModeInfo;
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UPROPERTY(Replicated)
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FString PathFollowingInfo;
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UPROPERTY(Replicated)
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FString CurrentAITask;
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UPROPERTY(Replicated)
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FString CurrentAIState;
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UPROPERTY(Replicated)
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FString CurrentAIAssets;
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UPROPERTY(Replicated)
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FString GameplayTasksState;
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UPROPERTY(Replicated)
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FString NavDataInfo;
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UPROPERTY(Replicated)
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FString AbilityInfo;
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UPROPERTY(Replicated)
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FString MontageInfo;
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UPROPERTY(Replicated)
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FString BrainComponentName;
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UPROPERTY(Replicated)
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FString BrainComponentString;
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UPROPERTY(ReplicatedUsing = OnRep_UpdateBlackboard)
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TArray<uint8> BlackboardRepData;
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FString BlackboardString;
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/** Begin path replication data */
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UPROPERTY(Replicated)
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TArray<FVector> PathPoints;
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UPROPERTY(ReplicatedUsing = OnRep_PathCorridorData)
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TArray<uint8> PathCorridorData;
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TArray<FPathCorridorPolygons> PathCorridorPolygons;
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/** End path replication data*/
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UPROPERTY(ReplicatedUsing = OnRep_UpdateNavmesh)
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TArray<uint8> NavmeshRepData;
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/** Begin EQS replication data */
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UPROPERTY(ReplicatedUsing = OnRep_UpdateEQS)
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TArray<uint8> EQSRepData;
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/** local EQS debug data, decoded from EQSRepData blob */
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#if USE_EQS_DEBUGGER || ENABLE_VISUAL_LOG
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TArray<EQSDebug::FQueryData> EQSLocalData;
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#endif
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/** End EQS replication data */
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UPROPERTY(Replicated)
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int32 NextPathPointIndex;
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UPROPERTY(Replicated)
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uint32 bIsUsingPathFollowing : 1;
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UPROPERTY(Replicated)
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uint32 bIsUsingCharacter : 1;
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UPROPERTY(Replicated)
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uint32 bIsUsingBehaviorTree : 1;
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UPROPERTY(Replicated)
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uint32 bIsUsingAbilities : 1;
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uint32 bDrawEQSLabels:1;
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uint32 bDrawEQSFailedItems : 1;
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/** Start - Perception System */
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UPROPERTY(Replicated)
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FString PerceptionLegend;
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UPROPERTY(Replicated)
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float DistanceFromPlayer;
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UPROPERTY(Replicated)
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float DistanceFromSensor;
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UPROPERTY(Replicated)
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FVector SensingComponentLocation;
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UPROPERTY(Replicated)
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TArray<FGameplayDebuggerShapeElement> PerceptionShapeElements;
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/** End - Perception System */
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UFUNCTION()
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virtual void OnCycleDetailsView();
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UFUNCTION()
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virtual void OnRep_UpdateEQS();
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UFUNCTION()
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virtual void OnRep_UpdateBlackboard();
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virtual bool GetComponentClassCanReplicate() const override{ return true; }
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UFUNCTION()
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virtual void OnRep_UpdateNavmesh();
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UFUNCTION()
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virtual void OnRep_ActivationCounter();
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UFUNCTION(exec)
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void ServerReplicateData(uint32 InMessage, uint32 DataView);
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UFUNCTION(reliable, server, WithValidation)
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void ServerCollectNavmeshData(FVector_NetQuantize10 TargetLocation);
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UFUNCTION(reliable, server, WithValidation)
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void ServerDiscardNavmeshData();
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void PrepareNavMeshData(struct FNavMeshSceneProxyData*) const;
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UFUNCTION()
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virtual void OnRep_PathCorridorData();
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virtual void Activate(bool bReset=false) override;
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virtual void Deactivate() override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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virtual void EnableDebugDraw(bool bEnable, bool InFocusedComponent = false);
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bool ShouldReplicateData(EAIDebugDrawDataView::Type InView) const { return ReplicateViewDataCounters[InView] > 0 /*true*/; }
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#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
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DEPRECATED_FORGAME(4.13, "GameplayDebuggingComponent 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 CollectDataToReplicate(bool bCollectExtendedData);
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//=============================================================================
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// controller related stuff
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//=============================================================================
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UPROPERTY(Replicated)
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AActor* TargetActor;
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UFUNCTION(Reliable, Client, WithValidation)
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void ClientEnableTargetSelection(bool bEnable);
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void SetActorToDebug(AActor* Actor);
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FORCEINLINE AActor* GetSelectedActor() const
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{
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return TargetActor && TargetActor->IsPendingKill() == false ? TargetActor : nullptr;
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}
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void SetEQSIndex(int32 Index) { CurrentEQSIndex = Index; }
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int32 GetEQSIndex() { return CurrentEQSIndex; }
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//=============================================================================
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// EQS debugging
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//=============================================================================
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uint32 bEnableClientEQSSceneProxy : 1;
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void EnableClientEQSSceneProxy(bool bEnable) { bEnableClientEQSSceneProxy = bEnable; MarkRenderStateDirty(); }
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bool IsClientEQSSceneProxyEnabled() { return bEnableClientEQSSceneProxy; }
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// IEQSQueryResultSourceInterface start
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virtual const struct FEnvQueryResult* GetQueryResult() const override;
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virtual const struct FEnvQueryInstance* GetQueryInstance() const override;
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virtual bool GetShouldDebugDrawLabels() const override { return bDrawEQSLabels; }
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virtual bool GetShouldDrawFailedItems() const override{ return bDrawEQSFailedItems; }
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// IEQSQueryResultSourceInterface end
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protected:
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virtual void CollectEQSData();
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public:
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//=============================================================================
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// Rendering
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//=============================================================================
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
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virtual void CreateRenderState_Concurrent() override;
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virtual void DestroyRenderState_Concurrent() override;
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void SelectTargetToDebug();
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protected:
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#if WITH_RECAST
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ARecastNavMesh* GetNavData();
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#endif
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virtual void CollectPathData();
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virtual void CollectBasicData();
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virtual void CollectBehaviorTreeData();
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virtual void CollectPerceptionData();
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virtual void CollectBasicMovementData(APawn* MyPawn);
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virtual void CollectBasicPathData(APawn* MyPawn);
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virtual void CollectBasicBehaviorData(APawn* MyPawn);
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virtual void CollectBasicAbilityData(APawn* MyPawn);
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virtual void CollectBasicAnimationData(APawn* MyPawn);
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FNavPathWeakPtr CurrentPath;
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float LastStoredPathTimeStamp;
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uint32 bEnabledTargetSelection : 1;
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#if WITH_EDITOR
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uint32 bWasSelectedInEditor : 1;
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#endif
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UPROPERTY(ReplicatedUsing = OnRep_ActivationCounter)
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uint8 ActivationCounter;
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float NextTargrtSelectionTime;
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/** navmesh data passed to rendering component */
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FBox NavMeshBounds;
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TWeakObjectPtr<APlayerController> PlayerOwner;
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int32 CurrentEQSIndex;
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TSharedPtr<FEnvQueryInstance> CachedQueryInstance;
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public:
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static FName DefaultComponentName;
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static FOnDebuggingTargetChanged OnDebuggingTargetChangedDelegate;
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};
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