Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebugger.h
Marc Audy 67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#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

Change 2957866 on 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

Change 2964098 on 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]
2016-05-03 15:44:33 -04:00

125 lines
5.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
// GAMEPLAY DEBUGGER
//
// This tool allows easy on screen debugging of gameplay data, supporting client-server replication.
// Data is organized into named categories, which can be toggled during debugging.
//
// To enable it, press Apostrophe key (UGameplayDebuggerConfig::ActivationKey)
//
// Category class:
// - derives from FGameplayDebuggerCategory
// - implements at least CollectData() and DrawData() functions
// - requires WITH_GAMEPLAY_DEBUGGER define to compile (doesn't exist in shipping builds by default)
// - needs to be registered and unregistered manually by owning module
// - automatically replicate data added with FGameplayDebuggerCategory::AddTextLine, FGameplayDebuggerCategory::AddShape
// - automatically replicate data structs initialized with FGameplayDebuggerCategory::SetDataPackReplication
// - can define own input bindings (e.g. subcategories, etc)
//
// Extension class:
// - derives from FGameplayDebuggerExtension
// - needs to be registered and unregistered manually by owning module
// - can define own input bindings
// - basically it's a stateless, not replicated, not drawn category, ideal for making e.g. different actor selection mechanic
//
//
// Check FGameplayDebuggerCategory_BehaviorTree for implementation example.
// Check AIModule/Private/AIModule.cpp for registration example.
//
//
// Remember to define WITH_GAMEPLAY_DEBUGGER=1 when adding module to your project's Build.cs!
//
// if (UEBuildConfiguration.bBuildDeveloperTools &&
// Target.Configuration != UnrealTargetConfiguration.Shipping &&
// Target.Configuration != UnrealTargetConfiguration.Test)
// {
// PrivateDependencyModuleNames.Add("GameplayDebugger");
// Definitions.Add("WITH_GAMEPLAY_DEBUGGER=1");
// }
//
//
// -----------------------------------------------------------------------------------------------------
// UPGRADE NOTES:
//
// GameplayDebuggingComponent and GameplayDebuggingHUDComponent classes are no longer supported.
// Instead of adding new project specific module, now you can create FGameplayDebuggerCategory classes
// within project module.
//
// If you need to use old GameplayDebugger implementation, please set bEnableDeprecatedDebugger flag in GameplayDebugger.Build.cs
//
#pragma once
#include "ModuleManager.h"
enum class EGameplayDebuggerCategoryState : uint8
{
EnabledInGameAndSimulate,
EnabledInGame,
EnabledInSimulate,
Disabled,
};
class IGameplayDebugger : public IModuleInterface
{
public:
DECLARE_DELEGATE_RetVal(TSharedRef<class FGameplayDebuggerCategory>, FOnGetCategory);
DECLARE_DELEGATE_RetVal(TSharedRef<class FGameplayDebuggerExtension>, FOnGetExtension);
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IGameplayDebugger& Get()
{
return FModuleManager::LoadModuleChecked< IGameplayDebugger >("GameplayDebugger");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("GameplayDebugger");
}
virtual void RegisterCategory(FName CategoryName, FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState = EGameplayDebuggerCategoryState::Disabled, int32 SlotIdx = INDEX_NONE) = 0;
virtual void UnregisterCategory(FName CategoryName) = 0;
virtual void NotifyCategoriesChanged() = 0;
virtual void RegisterExtension(FName ExtensionName, FOnGetExtension MakeInstanceDelegate) = 0;
virtual void UnregisterExtension(FName ExtensionName) = 0;
virtual void NotifyExtensionsChanged() = 0;
#if ENABLE_OLD_GAMEPLAY_DEBUGGER
virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) = 0;
virtual bool IsGameplayDebuggerActiveForPlayerController(APlayerController* PlayerController) = 0;
#else
DEPRECATED_FORGAME(4.13, "This function is now deprecated, please check GameplayDebugger.h for details.")
virtual bool CreateGameplayDebuggerForPlayerController(APlayerController* PlayerController) { return false; }
DEPRECATED_FORGAME(4.13, "This function is now deprecated, please check GameplayDebugger.h for details.")
virtual bool IsGameplayDebuggerActiveForPlayerController(APlayerController* PlayerController) { return false; }
#endif
};
#if ENABLE_OLD_GAMEPLAY_DEBUGGER
class GameplayDebugger : public IGameplayDebugger
{
public:
static inline GameplayDebugger& Get() { return FModuleManager::LoadModuleChecked< GameplayDebugger >("GameplayDebugger"); }
virtual void UseNewGameplayDebugger() = 0;
};
#else
class DEPRECATED_FORGAME(4.13, "This module interface is now deprecated, please check GameplayDebugger.h for details.") GameplayDebugger : public IGameplayDebugger
{
public:
static inline GameplayDebugger& Get() { return FModuleManager::LoadModuleChecked< GameplayDebugger >("GameplayDebugger"); }
virtual void UseNewGameplayDebugger() {}
};
#endif