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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]
34 lines
843 B
C++
34 lines
843 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_STATETREE_DEBUGGER
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#include "Trace/Analyzer.h"
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class FStateTreeTraceProvider;
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namespace TraceServices { class IAnalysisSession; }
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class FStateTreeTraceAnalyzer : public UE::Trace::IAnalyzer
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{
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public:
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FStateTreeTraceAnalyzer(TraceServices::IAnalysisSession& InSession, FStateTreeTraceProvider& InProvider);
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virtual void OnAnalysisBegin(const FOnAnalysisContext& Context) override;
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virtual void OnAnalysisEnd() override {}
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virtual bool OnEvent(uint16 RouteId, EStyle Style, const FOnEventContext& Context) override;
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private:
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enum : uint16
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{
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RouteId_Instance,
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RouteId_LogMessage,
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RouteId_State,
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RouteId_Task,
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RouteId_ActiveStates
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};
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TraceServices::IAnalysisSession& Session;
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FStateTreeTraceProvider& Provider;
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};
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#endif // WITH_STATETREE_DEBUGGER
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