Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerConfig.cpp
Marc Audy 571bf8847e Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#rb None
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3021479 on 2016/06/21 by Marc.Audy

	Fix child actor properties set in the parent's construction script from being wiped out (4.12)
	#jira UE-31956

Change 3021703 on 2016/06/21 by Marc.Audy

	Fix crash due to copying properties to registered components and then reregistering them. (4.12)
	#jira UE-31973

Change 3022105 on 2016/06/21 by Jeremy.Ernst

	-new test assets for James for PSD node

Change 3022621 on 2016/06/22 by James.Golding

	Add AnimBP for testing PSD

Change 3022622 on 2016/06/22 by James.Golding

	Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes

Change 3022656 on 2016/06/22 by James.Golding

	UE-30537 Fix solid collision geom drawing not working when mirrored

Change 3022657 on 2016/06/22 by James.Golding

	Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)

Change 3022663 on 2016/06/22 by James.Golding

	UE-31283 Additional extensibility for anim and physics
	PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)

Change 3022683 on 2016/06/22 by James.Golding

	- Change OrientationDriver to always use PoseAsset for target poses
	- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead

Change 3022891 on 2016/06/22 by mason.seay

	Test asset for component hit

Change 3023203 on 2016/06/22 by mason.seay

	Updated map to use more noticeable sound assets

Change 3023335 on 2016/06/22 by Marc.Audy

	Use AddReferencedObjects instead of iterating array manuallly

Change 3023351 on 2016/06/22 by Ori.Cohen

	Fix the case where physics hit events were passing the wrong component's bone info to the hit event.

	#JIRA UE-32376

Change 3023368 on 2016/06/22 by mason.seay

	Renamed actors in World Outliner

Change 3023425 on 2016/06/22 by mason.seay

	Moved asset to new folder and fixed deprecated node

Change 3023429 on 2016/06/22 by mason.seay

	Disabled collision on proc mesh

Change 3023553 on 2016/06/22 by Jon.Nabozny

	Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.

	#JIRA UE-31670

Change 3024669 on 2016/06/23 by James.Golding

	Update PSD test assets (removing unused)

Change 3024864 on 2016/06/23 by Marc.Audy

	Audio Threading!

Change 3024877 on 2016/06/23 by James.Golding

	PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)

Change 3024880 on 2016/06/23 by James.Golding

	PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)

Change 3024939 on 2016/06/23 by James.Golding

	- Add SwingOnly options to OrientationDriver
	- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
	- Calculate gaussian radius per pose, not globally

Change 3024940 on 2016/06/23 by James.Golding

	PoseAsset editor improvements
	- Replace pose edit box with inline-editable style (with validation)
	- Add filter highlight
	- Show curve values for each pose when selected
	- Add different background for curve list
	- Filter box only searches pose list, moved location to indicate that

Change 3024949 on 2016/06/23 by James.Golding

	Small update to PSD test AnimBP

Change 3025002 on 2016/06/23 by Ori.Cohen

	Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.

	#JIRA UE-32219

Change 3025214 on 2016/06/23 by mason.seay

	Updated Character Movement Map

Change 3025319 on 2016/06/23 by Ori.Cohen

	Make sure changing skeletal mesh updates the bone index on body instances already created.

Change 3025435 on 2016/06/23 by Ori.Cohen

	Fix welded bodies not updating their collision profile when calling SetCollisionProfile

	#JIRA UE-32394

Change 3025581 on 2016/06/23 by mason.seay

	Test asset for slicing procedural mesh

Change 3026483 on 2016/06/24 by Marc.Audy

	Don't reschedule multiple times tick functions used as prerequisites
	#jira UE-32414

Change 3026498 on 2016/06/24 by mason.seay

	Updating blueprint for bug repro

Change 3026547 on 2016/06/24 by Thomas.Sarkanen

	Fixed crash in FKismetDebugUtilities::GetWatchText()

	Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html

Change 3026598 on 2016/06/24 by James.Golding

	Double clicking on poses now toggles them between 1.0 and 0.0 strength

Change 3026768 on 2016/06/24 by Marc.Audy

	Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
	#jira UE-32468

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3026978 on 2016/06/24 by Lina.Halper

	- Delete DrivePose Curve type
	- Renamed TriggerEvent to DriveAttribute for consistency
	- Replaced drive pose to drive attribute
	  - right now it can't have 0 curve type flags, so everything is DriveAttribute

	#code review: James.Golding, Martin.Wilson

Change 3027113 on 2016/06/24 by mason.seay

	Test Pose Assets

Change 3027454 on 2016/06/24 by Aaron.McLeran

	UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize

	https://answers.unrealengine.com/questions/441080/audio-crash.html
	http://crashreporter/Crashes/Show/5689478

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3027887 on 2016/06/25 by Lina.Halper

	Fix clang build warning

Change 3028703 on 2016/06/27 by Lukasz.Furman

	gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
	#ue4

Change 3028792 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3028950 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3029003 on 2016/06/27 by Ori.Cohen

	Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation

Change 3029019 on 2016/06/27 by Lina.Halper

	Update pose from source asset

Change 3029094 on 2016/06/27 by Marc.Audy

	If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.

Change 3029308 on 2016/06/27 by Jeremy.Ernst

	-adding test animation for PSD node. Has morphs built in to compare against driver result

Change 3029372 on 2016/06/27 by Marc.Audy

	Fix compile error after merge
	Also just fix the logic to be explicit rather than using suppression for static analysis warning

Change 3029493 on 2016/06/27 by Ori.Cohen

	Move PhysicsAsset.h out of public engine header.

Change 3029550 on 2016/06/27 by Lina.Halper

	Fix crash with Nan when additive blending of poses\

Change 3029659 on 2016/06/27 by Aaron.McLeran

	Adding new minor feature to add new concurrency mode

	- stop by lowest priorty but prevent new rather than stop oldest.

Change 3029673 on 2016/06/27 by Aaron.McLeran

	#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.

	Implementation in CL 3024124

Change 3030470 on 2016/06/28 by Ori.Cohen

	Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING

	#JIRA UE-32561

Change 3030586 on 2016/06/28 by Lina.Halper

	Preview curve fix from anim curve viewer

	#code review: Martin.Wilson

Change 3031054 on 2016/06/28 by Aaron.McLeran

	#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework

Change 3031535 on 2016/06/28 by mason.seay

	Re-saving concurrency asset

Change 3031691 on 2016/06/28 by Marc.Audy

	Fix stat sounds not turning on correctly unless a sort was specified
	#jira UE-32597

Change 3031883 on 2016/06/28 by Zak.Middleton

	#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.

Change 3031898 on 2016/06/28 by Zak.Middleton

	#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).

	#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html

Change 3032539 on 2016/06/29 by Marc.Audy

	Don't destroy AudioDevices before draining audio commands and stopping audio thread
	#jira UE-32611

Change 3032633 on 2016/06/29 by Marc.Audy

	In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
	#jira UE-32574

Change 3032644 on 2016/06/29 by Lina.Halper

	- Fixed issue where pose node evaluator doesn't show up in the menu with asset
	  - it showed twice of pose node (none) - jira UE-32358

	- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
	   - jira UE-32359

	- support create pose menu from create asset - UE-32596
	 - added create pose asset from current pose

	- update source should refresh list - UE-32576

	- fixed blendspace to be in the blendspaces category

Change 3032847 on 2016/06/29 by Tom.Looman

	Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
	Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.

	#jira UE-32103

Change 3033124 on 2016/06/29 by Jon.Nabozny

	Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.

	#JIRA: UE-13673

Change 3033155 on 2016/06/29 by Lina.Halper

	- montage is playing and montage is pure
	- made montage parameter to be mostly const (except play), and made it consistently pointer

Change 3033157 on 2016/06/29 by Lina.Halper

	Check in missing file

Change 3033456 on 2016/06/29 by Lukasz.Furman

	fixed path following changes broken by merge
	#ue4

Change 3033956 on 2016/06/30 by bruce.nesbit

	PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)

	#test PIE

Change 3034019 on 2016/06/30 by Benn.Gallagher

	Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
	Caveats:
	    - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.

	#jira UEFW-1

Change 3034085 on 2016/06/30 by Benn.Gallagher

	Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.

Change 3034162 on 2016/06/30 by Martin.Wilson

	Refactor bone reference widget so that selection tree can be used seperately

Change 3034205 on 2016/06/30 by Lina.Halper

	#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale

	#jira: UE-32643, UE-32593

Change 3034339 on 2016/06/30 by James.Golding

	Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab

Change 3034426 on 2016/06/30 by Martin.Wilson

	CIS Fix

Change 3034629 on 2016/06/30 by Lina.Halper

	Support non-zero curves to be stippred out upon importing

Change 3035863 on 2016/07/01 by Marc.Audy

	When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
	#jira UE-31344

Change 3035916 on 2016/07/01 by Jon.Nabozny

	Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124

Change 3035973 on 2016/07/01 by Lukasz.Furman

	fixed hash function for FRecastDebugPathfindingNode
	#ue4

Change 3036024 on 2016/07/01 by Zak.Middleton

	#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().

Change 3036157 on 2016/07/01 by Marc.Audy

	Protect against running commands on game thread when the audio device has already been freed
	#jira UE-32611

Change 3036178 on 2016/07/01 by Marc.Audy

	Don't bitpack the gamethread specific boolean.

Change 3036906 on 2016/07/04 by bruce.nesbit

	Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)

	#tests Compiled

Change 3036929 on 2016/07/04 by James.Golding

	UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw

Change 3036930 on 2016/07/04 by James.Golding

	UE-30414 Move constraint warnings to Message Log

Change 3036931 on 2016/07/04 by James.Golding

	PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)

Change 3037123 on 2016/07/04 by Ori.Cohen

	Added physical animation preview in PhAT as well as physical animation profiles.

Change 3037420 on 2016/07/05 by Jurre.deBaare

	Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
	#jira UE-32771

Change 3037702 on 2016/07/05 by Thomas.Sarkanen

	Copying change 3037701 from Release-4.12:

	Fixed crash when viewing uncompressed animation

	Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.

	#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona

Change 3037837 on 2016/07/05 by Marc.Audy

	sound stats will now still be displayed when creating a new audio device
	#jira UE-32743

[CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00

282 lines
8.5 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebugger.h"
#include "GameplayDebuggerConfig.h"
#include "GameplayDebuggerAddonManager.h"
UGameplayDebuggerConfig::UGameplayDebuggerConfig(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
ActivationKey = EKeys::Apostrophe;
CategoryRowNextKey = EKeys::Add;
CategoryRowPrevKey = EKeys::Subtract;
CategorySlot0 = EKeys::NumPadZero;
CategorySlot1 = EKeys::NumPadOne;
CategorySlot2 = EKeys::NumPadTwo;
CategorySlot3 = EKeys::NumPadThree;
CategorySlot4 = EKeys::NumPadFour;
CategorySlot5 = EKeys::NumPadFive;
CategorySlot6 = EKeys::NumPadSix;
CategorySlot7 = EKeys::NumPadSeven;
CategorySlot8 = EKeys::NumPadEight;
CategorySlot9 = EKeys::NumPadNine;
DebugCanvasPaddingLeft = 10.0f;
DebugCanvasPaddingRight = 10.0f;
DebugCanvasPaddingTop = 10.0f;
DebugCanvasPaddingBottom = 10.0f;
}
void UGameplayDebuggerConfig::UpdateCategoryConfig(const FName CategoryName, int32& SlotIdx, uint8& CategoryState)
{
KnownCategoryNames.AddUnique(CategoryName);
int32 FoundIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < Categories.Num(); Idx++)
{
if (*Categories[Idx].CategoryName == CategoryName)
{
FoundIdx = Idx;
break;
}
}
if (FoundIdx == INDEX_NONE)
{
FGameplayDebuggerCategoryConfig NewConfigData;
NewConfigData.CategoryName = CategoryName.ToString();
FoundIdx = Categories.Add(NewConfigData);
}
const EGameplayDebuggerCategoryState EnumState = (EGameplayDebuggerCategoryState)CategoryState;
if (Categories.IsValidIndex(FoundIdx))
{
FGameplayDebuggerCategoryConfig& ConfigData = Categories[FoundIdx];
if (ConfigData.bOverrideSlotIdx)
{
SlotIdx = ConfigData.SlotIdx;
}
else
{
ConfigData.SlotIdx = SlotIdx;
}
const bool bDefaultActiveInGame = (EnumState == EGameplayDebuggerCategoryState::EnabledInGame) || (EnumState == EGameplayDebuggerCategoryState::EnabledInGameAndSimulate);
const bool bDefaultActiveInSimulate = (EnumState == EGameplayDebuggerCategoryState::EnabledInSimulate) || (EnumState == EGameplayDebuggerCategoryState::EnabledInGameAndSimulate);
const bool bActiveInGame = (ConfigData.ActiveInGame == EGameplayDebuggerOverrideMode::UseDefault) ? bDefaultActiveInGame : (ConfigData.ActiveInGame == EGameplayDebuggerOverrideMode::Enable);
const bool bActiveInSimulate = (ConfigData.ActiveInSimulate == EGameplayDebuggerOverrideMode::UseDefault) ? bDefaultActiveInSimulate : (ConfigData.ActiveInSimulate == EGameplayDebuggerOverrideMode::Enable);
CategoryState = (uint8)(
bActiveInGame && bActiveInSimulate ? EGameplayDebuggerCategoryState::EnabledInGameAndSimulate :
bActiveInGame ? EGameplayDebuggerCategoryState::EnabledInGame :
bActiveInSimulate ? EGameplayDebuggerCategoryState::EnabledInSimulate :
EGameplayDebuggerCategoryState::Disabled);
}
}
void UGameplayDebuggerConfig::UpdateExtensionConfig(const FName ExtensionName, uint8& UseExtension)
{
KnownExtensionNames.AddUnique(ExtensionName);
int32 FoundIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < Extensions.Num(); Idx++)
{
if (*Extensions[Idx].ExtensionName == ExtensionName)
{
FoundIdx = Idx;
break;
}
}
if (FoundIdx == INDEX_NONE)
{
FGameplayDebuggerExtensionConfig NewConfigData;
NewConfigData.ExtensionName = ExtensionName.ToString();
FoundIdx = Extensions.Add(NewConfigData);
}
if (Extensions.IsValidIndex(FoundIdx))
{
FGameplayDebuggerExtensionConfig& ConfigData = Extensions[FoundIdx];
const bool bDefaultUseExtension = (UseExtension != 0);
const bool bUseExtension = (ConfigData.UseExtension == EGameplayDebuggerOverrideMode::UseDefault) ? bDefaultUseExtension : (ConfigData.UseExtension == EGameplayDebuggerOverrideMode::Enable);
UseExtension = bUseExtension ? 1 : 0;
}
}
void UGameplayDebuggerConfig::UpdateCategoryInputConfig(const FName CategoryName, const FName InputName, FName& KeyName, FGameplayDebuggerInputModifier& KeyModifier)
{
int32 FoundCategoryIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < Categories.Num(); Idx++)
{
if (*Categories[Idx].CategoryName == CategoryName)
{
FoundCategoryIdx = Idx;
break;
}
}
if (!Categories.IsValidIndex(FoundCategoryIdx))
{
return;
}
FGameplayDebuggerCategoryConfig& OuterConfigData = Categories[FoundCategoryIdx];
KnownCategoryInputNames.Add(CategoryName, InputName);
int32 FoundIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < OuterConfigData.InputHandlers.Num(); Idx++)
{
if (*OuterConfigData.InputHandlers[Idx].ConfigName == InputName)
{
FGameplayDebuggerInputConfig& ConfigData = OuterConfigData.InputHandlers[Idx];
KeyName = ConfigData.Key.GetFName();
KeyModifier.bShift = ConfigData.bModShift;
KeyModifier.bCtrl = ConfigData.bModCtrl;
KeyModifier.bAlt = ConfigData.bModAlt;
KeyModifier.bCmd = ConfigData.bModCmd;
FoundIdx = Idx;
break;
}
}
if (FoundIdx == INDEX_NONE)
{
FGameplayDebuggerInputConfig NewConfigData;
NewConfigData.ConfigName = InputName.ToString();
NewConfigData.Key = FKey(KeyName);
NewConfigData.bModShift = KeyModifier.bShift;
NewConfigData.bModCtrl = KeyModifier.bCtrl;
NewConfigData.bModAlt = KeyModifier.bAlt;
NewConfigData.bModCmd = KeyModifier.bCmd;
OuterConfigData.InputHandlers.Add(NewConfigData);
}
}
void UGameplayDebuggerConfig::UpdateExtensionInputConfig(const FName ExtensionName, const FName InputName, FName& KeyName, FGameplayDebuggerInputModifier& KeyModifier)
{
int32 FoundExtensionIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < Extensions.Num(); Idx++)
{
if (*Extensions[Idx].ExtensionName == ExtensionName)
{
FoundExtensionIdx = Idx;
break;
}
}
if (!Extensions.IsValidIndex(FoundExtensionIdx))
{
return;
}
FGameplayDebuggerExtensionConfig& OuterConfigData = Extensions[FoundExtensionIdx];
KnownExtensionInputNames.Add(ExtensionName, InputName);
int32 FoundIdx = INDEX_NONE;
for (int32 Idx = 0; Idx < OuterConfigData.InputHandlers.Num(); Idx++)
{
if (*OuterConfigData.InputHandlers[Idx].ConfigName == InputName)
{
FGameplayDebuggerInputConfig& ConfigData = OuterConfigData.InputHandlers[Idx];
KeyName = ConfigData.Key.GetFName();
KeyModifier.bShift = ConfigData.bModShift;
KeyModifier.bCtrl = ConfigData.bModCtrl;
KeyModifier.bAlt = ConfigData.bModAlt;
KeyModifier.bCmd = ConfigData.bModCmd;
FoundIdx = Idx;
break;
}
}
if (FoundIdx == INDEX_NONE)
{
FGameplayDebuggerInputConfig NewConfigData;
NewConfigData.ConfigName = InputName.ToString();
NewConfigData.Key = FKey(KeyName);
NewConfigData.bModShift = KeyModifier.bShift;
NewConfigData.bModCtrl = KeyModifier.bCtrl;
NewConfigData.bModAlt = KeyModifier.bAlt;
NewConfigData.bModCmd = KeyModifier.bCmd;
OuterConfigData.InputHandlers.Add(NewConfigData);
}
}
void UGameplayDebuggerConfig::Serialize(FArchive& Ar)
{
if (Ar.IsSaving())
{
RemoveUnknownConfigs();
}
Super::Serialize(Ar);
}
void UGameplayDebuggerConfig::RemoveUnknownConfigs()
{
for (int32 Idx = Categories.Num() - 1; Idx >= 0; Idx--)
{
FGameplayDebuggerCategoryConfig& ConfigData = Categories[Idx];
const bool bValid = KnownCategoryNames.Contains(*ConfigData.CategoryName);
if (!bValid)
{
Categories.RemoveAt(Idx, 1, false);
}
else
{
for (int32 InputIdx = ConfigData.InputHandlers.Num() - 1; InputIdx >= 0; InputIdx--)
{
const FGameplayDebuggerInputConfig& InputConfigData = ConfigData.InputHandlers[InputIdx];
const FName* FoundDataPtr = KnownCategoryInputNames.FindPair(*ConfigData.CategoryName, *InputConfigData.ConfigName);
if (FoundDataPtr == nullptr)
{
ConfigData.InputHandlers.RemoveAt(InputIdx, 1, false);
}
}
}
}
for (int32 Idx = Extensions.Num() - 1; Idx >= 0; Idx--)
{
FGameplayDebuggerExtensionConfig& ConfigData = Extensions[Idx];
const bool bValid = KnownExtensionNames.Contains(*ConfigData.ExtensionName);
if (!bValid)
{
Extensions.RemoveAt(Idx, 1, false);
}
else
{
for (int32 InputIdx = ConfigData.InputHandlers.Num() - 1; InputIdx >= 0; InputIdx--)
{
const FGameplayDebuggerInputConfig& InputConfigData = ConfigData.InputHandlers[InputIdx];
const FName* FoundDataPtr = KnownExtensionInputNames.FindPair(*ConfigData.ExtensionName, *InputConfigData.ConfigName);
if (FoundDataPtr == nullptr)
{
ConfigData.InputHandlers.RemoveAt(InputIdx, 1, false);
}
}
}
}
}
#if WITH_EDITOR
void UGameplayDebuggerConfig::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent)
{
Super::PostEditChangeChainProperty(PropertyChangedEvent);
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
AddonManager.UpdateFromConfig();
}
#endif