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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change2957866on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change2964098on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
125 lines
5.1 KiB
C++
125 lines
5.1 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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// GAMEPLAY DEBUGGER
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//
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// This tool allows easy on screen debugging of gameplay data, supporting client-server replication.
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// Data is organized into named categories, which can be toggled during debugging.
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//
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// To enable it, press Apostrophe key (UGameplayDebuggerConfig::ActivationKey)
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//
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// Category class:
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// - derives from FGameplayDebuggerCategory
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// - implements at least CollectData() and DrawData() functions
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// - requires WITH_GAMEPLAY_DEBUGGER define to compile (doesn't exist in shipping builds by default)
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// - needs to be registered and unregistered manually by owning module
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// - automatically replicate data added with FGameplayDebuggerCategory::AddTextLine, FGameplayDebuggerCategory::AddShape
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// - automatically replicate data structs initialized with FGameplayDebuggerCategory::SetDataPackReplication
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// - can define own input bindings (e.g. subcategories, etc)
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//
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// Extension class:
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// - derives from FGameplayDebuggerExtension
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// - needs to be registered and unregistered manually by owning module
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// - can define own input bindings
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// - basically it's a stateless, not replicated, not drawn category, ideal for making e.g. different actor selection mechanic
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//
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//
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// Check FGameplayDebuggerCategory_BehaviorTree for implementation example.
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// Check AIModule/Private/AIModule.cpp for registration example.
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//
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//
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// Remember to define WITH_GAMEPLAY_DEBUGGER=1 when adding module to your project's Build.cs!
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//
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// if (UEBuildConfiguration.bBuildDeveloperTools &&
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// Target.Configuration != UnrealTargetConfiguration.Shipping &&
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// Target.Configuration != UnrealTargetConfiguration.Test)
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// {
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// PrivateDependencyModuleNames.Add("GameplayDebugger");
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// Definitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
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// }
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//
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//
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// -----------------------------------------------------------------------------------------------------
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// UPGRADE NOTES:
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//
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// GameplayDebuggingComponent and GameplayDebuggingHUDComponent classes are no longer supported.
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// Instead of adding new project specific module, now you can create FGameplayDebuggerCategory classes
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// within project module.
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//
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// If you need to use old GameplayDebugger implementation, please set bEnableDeprecatedDebugger flag in GameplayDebugger.Build.cs
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//
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#pragma once
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#include "ModuleManager.h"
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enum class EGameplayDebuggerCategoryState : uint8
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{
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EnabledInGameAndSimulate,
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EnabledInGame,
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EnabledInSimulate,
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Disabled,
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};
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class IGameplayDebugger : public IModuleInterface
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{
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public:
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DECLARE_DELEGATE_RetVal(TSharedRef<class FGameplayDebuggerCategory>, FOnGetCategory);
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DECLARE_DELEGATE_RetVal(TSharedRef<class FGameplayDebuggerExtension>, FOnGetExtension);
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IGameplayDebugger& Get()
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{
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return FModuleManager::LoadModuleChecked< IGameplayDebugger >("GameplayDebugger");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("GameplayDebugger");
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}
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virtual void RegisterCategory(FName CategoryName, FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState = EGameplayDebuggerCategoryState::Disabled, int32 SlotIdx = INDEX_NONE) = 0;
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virtual void UnregisterCategory(FName CategoryName) = 0;
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virtual void NotifyCategoriesChanged() = 0;
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virtual void RegisterExtension(FName ExtensionName, FOnGetExtension MakeInstanceDelegate) = 0;
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virtual void UnregisterExtension(FName ExtensionName) = 0;
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virtual void NotifyExtensionsChanged() = 0;
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#if ENABLE_OLD_GAMEPLAY_DEBUGGER
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virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) = 0;
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virtual bool IsGameplayDebuggerActiveForPlayerController(APlayerController* PlayerController) = 0;
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#else
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DEPRECATED_FORGAME(4.13, "This function is now deprecated, please check GameplayDebugger.h for details.")
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virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) { return false; }
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DEPRECATED_FORGAME(4.13, "This function is now deprecated, please check GameplayDebugger.h for details.")
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virtual bool IsGameplayDebuggerActiveForPlayerController(APlayerController* PlayerController) { return false; }
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#endif
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};
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#if ENABLE_OLD_GAMEPLAY_DEBUGGER
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class GameplayDebugger : public IGameplayDebugger
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{
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public:
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static inline GameplayDebugger& Get() { return FModuleManager::LoadModuleChecked< GameplayDebugger >("GameplayDebugger"); }
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virtual void UseNewGameplayDebugger() = 0;
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};
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#else
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class DEPRECATED_FORGAME(4.13, "This module interface is now deprecated, please check GameplayDebugger.h for details.") GameplayDebugger : public IGameplayDebugger
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{
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public:
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static inline GameplayDebugger& Get() { return FModuleManager::LoadModuleChecked< GameplayDebugger >("GameplayDebugger"); }
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virtual void UseNewGameplayDebugger() {}
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};
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#endif
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