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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]
173 lines
5.1 KiB
C++
173 lines
5.1 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 "GameplayDebuggingTypes.h"
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#include "GameplayDebuggingReplicator.generated.h"
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/**
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* Transient actor used to communicate between server and client, mostly for RPC
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*/
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class UGameplayDebuggingComponent;
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class AGameplayDebuggingHUDComponent;
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSelectionChanged, class AActor*);
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UCLASS(config = Engine, NotBlueprintable, Transient, hidecategories = Actor, notplaceable)
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class GAMEPLAYDEBUGGER_API AGameplayDebuggingReplicator : public AActor
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(config)
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FString DebugComponentClassName;
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UPROPERTY(config)
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FString DebugComponentHUDClassName;
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UPROPERTY(config)
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FString DebugComponentControllerClassName;
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UPROPERTY(config)
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int32 MaxEQSQueries;
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UPROPERTY(Replicated, Transient)
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UGameplayDebuggingComponent* DebugComponent;
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UPROPERTY(Replicated, Transient)
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APlayerController* LocalPlayerOwner;
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UPROPERTY(Replicated, Transient)
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AActor* LastSelectedActorToDebug;
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UPROPERTY(Replicated, Transient)
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bool bIsGlobalInWorld;
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UPROPERTY(ReplicatedUsing = OnRep_AutoActivate, Transient)
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bool bAutoActivate;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool OverHead;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool Basic;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool BehaviorTree;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView|EQS")
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bool EQS;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView|EQS", meta = (EditCondition = "EQS"))
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bool EnableEQSOnHUD;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView|EQS", meta = (EditCondition = "EQS"))
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int32 ActiveEQSIndex;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool Perception;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool GameView1;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool GameView2;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool GameView3;
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UPROPERTY(Transient, EditAnywhere, Category = "DataView")
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bool GameView4;
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UPROPERTY(Transient, EditAnywhere, Category = DataView)
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bool GameView5;
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UPROPERTY()
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class UTexture2D* DefaultTexture_Red;
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UPROPERTY()
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class UTexture2D* DefaultTexture_Green;
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UFUNCTION(reliable, server, WithValidation)
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void ServerReplicateMessage(class AActor* Actor, uint32 InMessage, uint32 DataView = 0);
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UFUNCTION(reliable, client, WithValidation)
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void ClientReplicateMessage(class AActor* Actor, uint32 InMessage, uint32 DataView = 0);
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UFUNCTION(Reliable, Client)
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void ClientAutoActivate();
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UFUNCTION(Reliable, Client, WithValidation)
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void ClientEnableTargetSelection(bool bEnable, APlayerController* Context);
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#if WITH_EDITOR
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void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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UFUNCTION()
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virtual void OnRep_AutoActivate();
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virtual class UNetConnection* GetNetConnection() const override;
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virtual bool IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const override;
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virtual void PostNetInit() override;
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virtual void PostInitializeComponents() override;
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virtual void BeginPlay() override;
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virtual void TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction) override;
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virtual void BeginDestroy() override;
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UGameplayDebuggingComponent* GetDebugComponent();
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bool IsToolCreated();
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void CreateTool();
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void EnableTool();
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bool IsDrawEnabled();
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void EnableDraw(bool bEnable);
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void SetAsGlobalInWorld(bool IsGlobal) { bIsGlobalInWorld = IsGlobal; }
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bool IsGlobalInWorld() { return bIsGlobalInWorld; }
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void SetLocalPlayerOwner(APlayerController* PC) { LocalPlayerOwner = PC; }
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APlayerController* GetLocalPlayerOwner() { return LocalPlayerOwner; }
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FORCEINLINE AActor* GetSelectedActorToDebug() { return LastSelectedActorToDebug; }
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UFUNCTION(reliable, server, WithValidation)
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void ServerSetActorToDebug(AActor* InActor);
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/**
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* Iterates through the pawn list to find the next pawn of the specified type to debug
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*/
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void DebugNextPawn(UClass* CompareClass, APawn* CurrentPawn = nullptr);
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/**
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* Iterates through the pawn list to find the previous pawn of the specified type to debug
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*/
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void DebugPrevPawn(UClass* CompareClass, APawn* CurrentPawn = nullptr);
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uint32 DebuggerShowFlags;
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static FOnSelectionChanged OnSelectionChangedDelegate;
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FOnCycleDetailsView OnCycleDetailsView;
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protected:
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void OnDebugAIDelegate(class UCanvas* Canvas, class APlayerController* PC);
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void DrawDebugDataDelegate(class UCanvas* Canvas, class APlayerController* PC);
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void DrawDebugData(class UCanvas* Canvas, class APlayerController* PC);
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private:
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uint32 bEnabledDraw : 1;
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uint32 LastDrawAtFrame;
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float PlayerControllersUpdateDelay;
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TWeakObjectPtr<UClass> DebugComponentClass;
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TWeakObjectPtr<UClass> DebugComponentHUDClass;
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TWeakObjectPtr<UClass> DebugComponentControllerClass;
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TWeakObjectPtr<AGameplayDebuggingHUDComponent> DebugRenderer;
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};
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