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- Fixed paths rendering while using GameplayDebugger (client/server too) Both changes integrated to Main from Dev (CL #2290675, CL #2282927) [CL 2290696 by sebastian kowalczyk in Main branch]
142 lines
3.8 KiB
C++
142 lines
3.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivate.h"
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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#include "GameplayDebuggingControllerComponent.h"
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#include "Misc/CoreMisc.h"
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#include "AISystem.h"
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#if WITH_EDITOR
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#include "LevelEditorViewport.h"
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#endif //WITH_EDITOR
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struct GAMEPLAYDEBUGGER_API FGameplayDebuggerExec : public FSelfRegisteringExec
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{
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FGameplayDebuggerExec()
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: FSelfRegisteringExec()
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{
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CachedDebuggingReplicator = NULL;
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}
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TWeakObjectPtr<AGameplayDebuggingReplicator> GetDebuggingReplicator(UWorld* InWorld);
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// Begin FExec Interface
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virtual bool Exec(UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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// End FExec Interface
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TWeakObjectPtr<AGameplayDebuggingReplicator> CachedDebuggingReplicator;
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};
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FGameplayDebuggerExec GameplayDebuggerExecInstance;
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TWeakObjectPtr<AGameplayDebuggingReplicator> FGameplayDebuggerExec::GetDebuggingReplicator(UWorld* InWorld)
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{
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if (CachedDebuggingReplicator.IsValid() && CachedDebuggingReplicator->GetWorld() == InWorld)
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{
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return CachedDebuggingReplicator;
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}
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for (FActorIterator It(InWorld); It; ++It)
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{
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AActor* Actor = *It;
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if (Actor != NULL && !Actor->IsPendingKill() && Actor->IsA(AGameplayDebuggingReplicator::StaticClass()))
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{
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CachedDebuggingReplicator = Cast<AGameplayDebuggingReplicator>(Actor);
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return CachedDebuggingReplicator;
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}
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}
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if (InWorld->GetNetMode() < ENetMode::NM_Client)
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{
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.bNoCollisionFail = true;
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SpawnInfo.Name = TEXT("GameplayDebuggingReplicator");
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CachedDebuggingReplicator = InWorld->SpawnActor<AGameplayDebuggingReplicator>(SpawnInfo);
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}
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return CachedDebuggingReplicator;
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}
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bool FGameplayDebuggerExec::Exec(UWorld* Inworld, const TCHAR* Cmd, FOutputDevice& Ar)
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{
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bool bHandled = false;
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APlayerController* PC = Inworld ? Inworld->GetFirstPlayerController() : NULL;
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if (!Inworld || !PC)
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{
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return bHandled;
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}
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if (FParse::Command(&Cmd, TEXT("EnableGDT")) && Inworld->GetNetMode() < NM_Client)
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{
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GetDebuggingReplicator(Inworld); // get or eventually create AGameplayDebuggerReplicator on server
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}
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if (FParse::Command(&Cmd, TEXT("cheat EnableGDT")) && Inworld->GetNetMode() != NM_DedicatedServer)
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{
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if (Inworld->GetNetMode() != NM_DedicatedServer)
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{
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AGameplayDebuggingReplicator* Replicator = NULL;
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for (TActorIterator<AGameplayDebuggingReplicator> It(Inworld); It; ++It)
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{
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Replicator = *It;
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if (Replicator && !Replicator->IsPendingKill())
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{
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APlayerController* LocalPC = Replicator->GetLocalPlayerOwner();
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if (LocalPC == PC)
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{
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break;
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}
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}
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Replicator = NULL;
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}
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if (Replicator && !Replicator->IsToolCreated())
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{
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Replicator->CreateTool();
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Replicator->EnableTool();
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bHandled = true;
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}
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}
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}
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else if (FParse::Command(&Cmd, TEXT("RunEQS")))
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{
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bHandled = true;
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APlayerController* MyPC = Inworld->GetFirstPlayerController();
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UAISystem* AISys = UAISystem::GetCurrent(Inworld);
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UEnvQueryManager* EQS = AISys ? AISys->GetEnvironmentQueryManager() : NULL;
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if (MyPC && EQS)
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{
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AGameplayDebuggingReplicator* DebuggingReplicator = NULL;
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for (FActorIterator It(Inworld); It; ++It)
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{
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AActor* A = *It;
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if (A && A->IsA(AGameplayDebuggingReplicator::StaticClass()) && !A->IsPendingKill())
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{
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DebuggingReplicator = Cast<AGameplayDebuggingReplicator>(A);
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if (DebuggingReplicator && !DebuggingReplicator->IsGlobalInWorld() && DebuggingReplicator->GetLocalPlayerOwner() == MyPC)
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{
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break;
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}
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}
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}
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UObject* Target = DebuggingReplicator != NULL ? DebuggingReplicator->GetSelectedActorToDebug() : NULL;
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FString QueryName = FParse::Token(Cmd, 0);
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if (Target)
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{
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AISys->RunEQS(QueryName, Target);
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}
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else
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{
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MyPC->ClientMessage(TEXT("No debugging target to run EQS"));
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}
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}
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}
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return bHandled;
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}
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#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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