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#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]
168 lines
4.4 KiB
C++
168 lines
4.4 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 "TimerManager.h"
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#include "InputCore.h"
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#include "GameplayDebuggingTypes.h"
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#include "GameplayDebugger.h"
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#include "GameFramework/HUD.h"
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#include "Engine/DebugCameraController.h"
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#include "GameplayDebuggingControllerComponent.generated.h"
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class AGameplayDebuggingReplicator;
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UCLASS(config = Engine)
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class GAMEPLAYDEBUGGER_API UGameplayDebuggingControllerComponent : public UActorComponent
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{
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GENERATED_UCLASS_BODY()
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#if WITH_HOT_RELOAD_CTORS
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/** DO NOT USE. This constructor is for internal usage only for hot-reload purposes. */
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UGameplayDebuggingControllerComponent(FVTableHelper& Helper);
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#endif // WITH_HOT_RELOAD_CTORS
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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virtual void BeginDestroy() override;
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virtual void OnRegister() override;
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void SetPlayerOwner(APlayerController* PC) { PlayerOwner = PC; }
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void BindActivationKeys();
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void OnActivationKeyPressed();
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void OnActivationKeyReleased();
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void SetActiveViews(uint32 InActiveViews);
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virtual uint32 GetActiveViews();
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bool IsViewActive(EAIDebugDrawDataView::Type View) const;
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void EnableActiveView(EAIDebugDrawDataView::Type View, bool bEnable);
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void ToggleActiveView(EAIDebugDrawDataView::Type View)
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{
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EnableActiveView(View, IsViewActive(View) ? false : true);
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}
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const FInputChord& GetActivationKey() const { return ActivationKey; }
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/** periodic update of navmesh data */
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void UpdateNavMeshTimer();
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float GetUpdateNavMeshTimeRemaining() const;
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TWeakObjectPtr<ADebugCameraController> GetDebugCameraController() { return DebugCameraController; }
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protected:
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UPROPERTY(Transient)
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class AGameplayDebuggingHUDComponent* OnDebugAIHUD;
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UPROPERTY(Transient)
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class AActor* DebugAITargetActor;
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UPROPERTY(Transient)
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class UInputComponent* AIDebugViewInputComponent;
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UPROPERTY(Transient)
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class UInputComponent* DebugCameraInputComponent;
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void OpenDebugTool();
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void CloseDebugTool();
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void EnableTargetSelection(bool bEnable);
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bool CanToggleView();
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virtual void ToggleAIDebugView_SetView0();
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virtual void ToggleAIDebugView_SetView1();
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virtual void ToggleAIDebugView_SetView2();
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virtual void ToggleAIDebugView_SetView3();
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virtual void ToggleAIDebugView_SetView4();
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virtual void ToggleAIDebugView_SetView5();
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virtual void ToggleAIDebugView_SetView6();
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virtual void ToggleAIDebugView_SetView7();
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virtual void ToggleAIDebugView_SetView8();
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virtual void ToggleAIDebugView_SetView9();
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virtual void CycleDetailsView();
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virtual void BindAIDebugViewKeys(class UInputComponent*& InputComponent);
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AGameplayDebuggingReplicator* GetDebuggingReplicator() const;
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virtual void ToggleDebugCamera();
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virtual void ToggleOnScreenDebugMessages();
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virtual void ToggleGameHUD();
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TWeakObjectPtr<APlayerController> PlayerOwner;
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TWeakObjectPtr<ADebugCameraController> DebugCameraController;
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/** Handle for efficient management of UpdateNavMesh timer */
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FTimerHandle TimerHandle_UpdateNavMeshTimer;
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const float KeyPressActivationTime;
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float ControlKeyPressedTime;
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float PlayersComponentRequestTime;
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uint32 bToolActivated : 1;
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uint32 bWaitingForOwnersComponent : 1;
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public:
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UPROPERTY(config)
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FInputChord ActivationKey;
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UPROPERTY(config)
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FInputChord CategoryZeroBind;
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UPROPERTY(config)
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FInputChord CategoryOneBind;
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UPROPERTY(config)
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FInputChord CategoryTwoBind;
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UPROPERTY(config)
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FInputChord CategoryThreeBind;
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UPROPERTY(config)
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FInputChord CategoryFourBind;
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UPROPERTY(config)
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FInputChord CategoryFiveBind;
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UPROPERTY(config)
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FInputChord CategorySixBind;
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UPROPERTY(config)
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FInputChord CategorySevenBind;
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UPROPERTY(config)
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FInputChord CategoryEightBind;
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UPROPERTY(config)
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FInputChord CategoryNineBind;
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UPROPERTY(config)
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FInputChord CycleDetailsViewBind;
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UPROPERTY(config)
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FInputChord DebugCameraBind;
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UPROPERTY(config)
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FInputChord OnScreenDebugMessagesBind;
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UPROPERTY(config)
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FInputChord GameHUDBind;
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};
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UCLASS(NotBlueprintable, Transient, NotBlueprintType, hidedropdown, hidecategories = Actor, notplaceable)
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class AGaneplayDebuggerProxyHUD : public AHUD
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{
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GENERATED_UCLASS_BODY()
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FFontRenderInfo TextRenderInfo;
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//~ Begin AActor Interface
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virtual void PostRender() override;
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//~ End AActor Interface
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TWeakObjectPtr<AHUD> RedirectedHUD;
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};
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