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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]
126 lines
5.2 KiB
C++
126 lines
5.2 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 "ShowFlags.h"
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#include "GameplayDebuggerSettings.h"
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#include "GameplayDebuggingHUDComponent.generated.h"
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class AGameplayDebuggingReplicator;
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struct GAMEPLAYDEBUGGER_API FDebugCategoryView
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{
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FString Desc;
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TEnumAsByte<EAIDebugDrawDataView::Type> View;
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FDebugCategoryView() {}
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FDebugCategoryView(EAIDebugDrawDataView::Type InView, const FString& Description) : Desc(Description), View(InView) {}
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};
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#define ADD_GAMEVIEW_CATEGORY(__Category__) \
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{\
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UGameplayDebuggerSettings* GDS = UGameplayDebuggerSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerSettings>();\
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Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::__Category__, GDS->GetCustomViewNames().__Category__.Len() ? GDS->GetCustomViewNames().__Category__ : TEXT(#__Category__)));\
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}
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UCLASS(config = Engine, notplaceable)
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class GAMEPLAYDEBUGGER_API AGameplayDebuggingHUDComponent : public AActor
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{
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GENERATED_UCLASS_BODY()
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struct FPrintContext
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{
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public:
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class UCanvas* Canvas;
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class UFont* Font;
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float CursorX, CursorY;
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float DefaultX, DefaultY;
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FFontRenderInfo FontRenderInfo;
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public:
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FPrintContext() {}
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FPrintContext(class UFont* InFont, class UCanvas* InCanvas, float InX, float InY) : Canvas(InCanvas), Font(InFont), CursorX(InX), CursorY(InY), DefaultX(InX), DefaultY(InY) {}
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};
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public:
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virtual void Render();
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void SetWorld(UWorld* InWorld) { World = InWorld; }
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virtual UWorld* GetWorld() const override { return World != NULL ? World : Super::GetWorld(); }
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/** Set the canvas to use during drawing */
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void SetCanvas(class UCanvas* InCanvas) { Canvas = InCanvas; }
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void SetPlayerOwner(APlayerController* InPlayerOwner) { PlayerOwner = InPlayerOwner; }
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APlayerController* GetPlayerOwner() { return PlayerOwner; }
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protected:
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//virtual void DrawOnCanvas(class UCanvas* Canvas, APlayerController* PC);
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virtual void DrawPath(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawOverHeadInformation(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawBasicData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawBehaviorTreeData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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virtual void DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
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DEPRECATED_FORGAME(4.13, "GameplayDebuggingHUDComponent 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 DrawGameSpecificView(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent) {}
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void PrintAllData();
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void DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent);
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static void CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY);
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static void CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY);
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static FVector ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location);
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static void DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y );
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static void DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale = 0.f);
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virtual void GetKeyboardDesc(TArray<FDebugCategoryView>& Categories);
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void PrintString(FPrintContext& Context, const FString& InString );
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void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString );
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void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y );
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void DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent);
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AGameplayDebuggingReplicator* GetDebuggingReplicator();
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private:
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// local player related draw from PostRender
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void DrawDebugComponentData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
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public:
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UPROPERTY(config)
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float MenuStartX;
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UPROPERTY(config)
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float MenuStartY;
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UPROPERTY(config)
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float DebugInfoStartX;
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UPROPERTY(config)
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float DebugInfoStartY;
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protected:
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UPROPERTY(Transient)
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UCanvas* Canvas;
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UPROPERTY(Transient)
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APlayerController* PlayerOwner;
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TWeakObjectPtr<AGameplayDebuggingReplicator> CachedDebuggingReplicator;
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FString HugeOutputString;
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FPrintContext OverHeadContext;
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FPrintContext DefaultContext;
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UWorld* World;
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FEngineShowFlags EngineShowFlags;
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float BlackboardFinishY;
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private:
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float ItemDescriptionWidth;
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float ItemScoreWidth;
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float TestScoreWidth;
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};
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