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Initial version of the debugger - currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER - currently not exposed to UI by StateTree settings 'bUseDebugger' - in this version only one instance per asset can be debugged - using Trace services to read events generated by statetree instances. - can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches #rb mieszko.zielinski #preflight 641088a30e1f02786b509663 [CL 24639409 by yoan stamant in ue5-main branch]
32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#if WITH_STATETREE_DEBUGGER
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#include "StateTreeDebuggerCommands.h"
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#include "StateTreeEditorStyle.h"
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#include "Styling/AppStyle.h"
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#define LOCTEXT_NAMESPACE "StateTreeDebugger"
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FStateTreeDebuggerCommands::FStateTreeDebuggerCommands()
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: TCommands
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(
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"StateTreeEditor.Debugger", // Context name for fast lookup
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LOCTEXT("StateTreeDebugger", "StateTree Debugger"), // Localized context name for displaying
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NAME_None, // Parent context name
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FStateTreeEditorStyle::Get().GetStyleSetName()
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)
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{
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}
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void FStateTreeDebuggerCommands::RegisterCommands()
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{
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UI_COMMAND(ToggleBreakpoint, "Toggle Breakpoint", "Adds or removes a breakpoint on each selected node", EUserInterfaceActionType::Button, FInputChord(EKeys::F9))
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UI_COMMAND(Back, "Back", "Show previous recorded state", EUserInterfaceActionType::Button, FInputChord());
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UI_COMMAND(Forward, "Forward", "Show next recorded state", EUserInterfaceActionType::Button, FInputChord());
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}
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#undef LOCTEXT_NAMESPACE
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#endif // WITH_STATETREE_DEBUGGER
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