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**New** - Added `FPropertiesTrack` as the root track that handles the watched properties via Rewind Debugger. - Added `FPropertyTrack` used to for watched property tracks via Rewind Debugger. - Added `FPropertyWatchManager` used to keep track of watched traced properties. - Added `FPropertyTracks` type specializations:`FBoolPropertyTrack` and `FNumericPropertyTrack`. - Added `ReadObjectPropertiesStorage` method in `IGameplayProvider`. Used to access container where traced object properties are stored. - Added `FindPropertyValueFromStorageIndex` method in `IGameplayProvider`. Used to access a traced property given its id. - Added context menu building support via `FPropertyTrack` and `SPropertiesDebugViewBase`. - Added a delegate for mouse button down on an `SVariantValueView`. - Added `SPropertyTrackView` to show a single `FPropertyTrack` variable information in the Rewind Debugger details panel. - Improved traced property variables displaying. Friendly display names. Specialization for bools, vector, vector2d and quaternions. - Added a log category for Rewind Debugger. `LogRewindDebugger`. **Changed** - Updated `FObjectPropertyValue` to keep track of its unique name id, and unique parent id. - Updated `FRewindDebugger` to handle menu registration for `ComponentContextMenu`. - Updated `FVariantTreeNode` to support storing a trace property id. Used for details context menu to support having a menu entry to watch property. - Updated `SPropertiesDebugViewBase` to have the ability to create a context menu. - Updated `SObjectPropertiesView` to better display traced properties. - Updated object property tracing to handle updated `FObjectPropertyValue`. Create unique named ids for properties. - Updated `FGameAnalyzer` to handle new version of `FObjectPropertyValue`. - Updated `FRewindDebuggerTrack` to support a building context menu. - Updated `UComponentContextMenuContext` to stored the current Rewind Debugger selected track. **Removed** - Removed usage of `FObjectPropertiesViewCreator`. Now using `FPropertiesTrackCreator`. #jira UE-159126 #preflight 634f0394dd0d2ceafae78188 [CL 22610498 by roland munguia in ue5-main branch]
105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "TraceServices/Model/Frames.h"
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#include "IRewindDebugger.generated.h"
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// IRewindDebugger
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//
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// Public interface to rewind debugger
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REWINDDEBUGGERINTERFACE_API DECLARE_LOG_CATEGORY_EXTERN(LogRewindDebugger, Log, All);
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namespace TraceServices
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{
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class IAnalysisSession;
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}
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struct FDebugObjectInfo
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{
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FDebugObjectInfo(uint64 Id, const FString& Name): ObjectId(Id), ObjectName(Name), bExpanded(true)
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{
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}
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uint64 ObjectId;
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FString ObjectName;
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bool bExpanded;
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TArray<TSharedPtr<FDebugObjectInfo>> Children;
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};
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namespace RewindDebugger
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{
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class FRewindDebuggerTrack;
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class FPropertiesTrack;
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}
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UCLASS()
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class REWINDDEBUGGERINTERFACE_API UComponentContextMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TSharedPtr<FDebugObjectInfo> SelectedObject;
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TArray<FName> TypeHierarchy;
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TSharedPtr<RewindDebugger::FRewindDebuggerTrack> SelectedTrack;
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};
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class SPropertiesDebugViewBase;
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class REWINDDEBUGGERINTERFACE_API IRewindDebugger
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{
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public:
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IRewindDebugger();
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virtual ~IRewindDebugger();
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// get the time the debugger is scrubbed to, in seconds since the capture started (or the recording duration while the game is running)
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virtual double CurrentTraceTime() const = 0;
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// current visible range in trace/profiler units (same units as CurrentTraceTime)
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virtual const TRange<double>& GetCurrentTraceRange() const = 0;
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// current visible range in Rewind Debugger recording time units
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virtual const TRange<double>& GetCurrentViewRange() const = 0;
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// get the current analysis session
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virtual const TraceServices::IAnalysisSession* GetAnalysisSession() const = 0;
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// get insights id for the selected target actor
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virtual uint64 GetTargetActorId() const = 0;
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// get a list of all components of the selected target actor (with the actor as the first element in the list)
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virtual TArray<TSharedPtr<FDebugObjectInfo>>& GetDebugComponents() = 0;
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// returns the currently selected debug component
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virtual TSharedPtr<FDebugObjectInfo> GetSelectedComponent() const = 0;
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// returns the currently selected track
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virtual TSharedPtr<RewindDebugger::FRewindDebuggerTrack> GetSelectedTrack() const = 0;
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// get posiotion of the selected target actor (returns true if position is valid)
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virtual bool GetTargetActorPosition(FVector& OutPosition) const = 0;
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// get the world that the debugger is replaying in
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virtual UWorld* GetWorldToVisualize() const = 0;
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// returns true if recording is active
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virtual bool IsRecording() const = 0;
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// returns true if PIE is running and not paused
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virtual bool IsPIESimulating() const = 0;
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// returns the length of the current recording
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virtual double GetRecordingDuration() const = 0;
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// opens the Rewind Debugger details panel tab
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virtual void OpenDetailsPanel() = 0;
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// get the current IRewindDebugger instance
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static IRewindDebugger* Instance();
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protected:
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static IRewindDebugger* InternalInstance;
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};
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