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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]
96 lines
3.2 KiB
C++
96 lines
3.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivatePCH.h"
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#include "GameplayDebuggerExtension_Spectator.h"
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#include "GameplayDebuggerConfig.h"
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#include "GameplayDebuggerPlayerManager.h"
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#include "Engine/DebugCameraController.h"
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#include "Engine/Player.h"
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#include "GameFramework/HUD.h"
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#include "GameFramework/WorldSettings.h"
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FGameplayDebuggerExtension_Spectator::FGameplayDebuggerExtension_Spectator()
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{
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const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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bHasInputBinding = BindKeyPress(SettingsCDO->SpectatorKey.GetFName(),
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SettingsCDO->bUseSpectatorModifiers ? SettingsCDO->SpectatorModifiers.CreateModifier() : FGameplayDebuggerInputModifier::None,
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this, &FGameplayDebuggerExtension_Spectator::ToggleSpectatorMode);
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}
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TSharedRef<FGameplayDebuggerExtension> FGameplayDebuggerExtension_Spectator::MakeInstance()
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{
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return MakeShareable(new FGameplayDebuggerExtension_Spectator());
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}
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void FGameplayDebuggerExtension_Spectator::OnDeactivated()
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{
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if (SpectatorController.IsValid())
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{
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ToggleSpectatorMode();
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}
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}
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FString FGameplayDebuggerExtension_Spectator::GetDescription() const
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{
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if (!bIsCachedDescriptionValid)
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{
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CachedDescription = !bHasInputBinding ? FString() :
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FString::Printf(TEXT("{%s}%s:{%s}Spectator"),
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*FGameplayDebuggerCanvasStrings::ColorNameInput,
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*GetInputHandlerDescription(0),
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SpectatorController.IsValid() ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
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bIsCachedDescriptionValid = true;
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}
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return CachedDescription;
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}
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void FGameplayDebuggerExtension_Spectator::ToggleSpectatorMode()
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{
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APlayerController* OwnerPC = GetPlayerController();
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AGameplayDebuggerPlayerManager& PlayerManager = AGameplayDebuggerPlayerManager::GetCurrent(OwnerPC->GetWorld());
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UInputComponent* DebuggerInput = PlayerManager.GetInputComponent(*OwnerPC);
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ADebugCameraController* SpectatorControllerOb = SpectatorController.Get();
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if (SpectatorControllerOb == nullptr)
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{
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnInfo.Owner = OwnerPC->GetWorldSettings();
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SpawnInfo.Instigator = OwnerPC->Instigator;
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SpectatorControllerOb = OwnerPC->GetWorld()->SpawnActor<ADebugCameraController>(SpawnInfo);
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if (SpectatorControllerOb)
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{
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OwnerPC->PopInputComponent(DebuggerInput);
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SpectatorControllerOb->OnActivate(OwnerPC);
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OwnerPC->Player->SwitchController(SpectatorControllerOb);
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SpectatorControllerOb->PushInputComponent(DebuggerInput);
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SpectatorControllerOb->ChangeState(NAME_Default);
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SpectatorControllerOb->ChangeState(NAME_Spectating);
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if (SpectatorControllerOb->MyHUD)
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{
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SpectatorControllerOb->MyHUD->bShowHUD = false;
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}
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SpectatorController = SpectatorControllerOb;
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}
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}
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else
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{
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SpectatorControllerOb->PopInputComponent(DebuggerInput);
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SpectatorControllerOb->OriginalPlayer->SwitchController(OwnerPC);
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SpectatorControllerOb->OnDeactivate(OwnerPC);
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OwnerPC->PushInputComponent(DebuggerInput);
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SpectatorControllerOb->GetWorld()->DestroyActor(SpectatorControllerOb, false, false);
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SpectatorController = nullptr;
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}
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bIsCachedDescriptionValid = false;
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}
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