Example #1
0
void UCheatManager::SetNavDrawDistance(float DrawDistance)
{
	if (GIsEditor)
	{
		APlayerController* PC = GetOuterAPlayerController();
		if (PC != NULL)
		{
			PC->ClientMessage(TEXT("Setting Nav Rendering Draw Distance is not supported while in Edior"));
		}
	}
	ARecastNavMesh::SetDrawDistance(DrawDistance);
}
bool FGameplayDebugger::Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	bool bHandled = false;

	if (FParse::Command(&Cmd, TEXT("RunEQS")) && InWorld)
	{
		APlayerController* MyPC = InWorld->GetGameInstance() ? InWorld->GetGameInstance()->GetFirstLocalPlayerController() : nullptr;
		UAISystem* AISys = UAISystem::GetCurrent(*InWorld);

		UEnvQueryManager* EQS = AISys ? AISys->GetEnvironmentQueryManager() : NULL;
		if (MyPC && EQS)
		{
			AGameplayDebuggingReplicator* DebuggingReplicator = NULL;
			for (TActorIterator<AGameplayDebuggingReplicator> It(InWorld); It; ++It)
			{
				AGameplayDebuggingReplicator* A = *It;
				if (!A->IsPendingKill())
				{
					DebuggingReplicator = A;
					if (!DebuggingReplicator->IsGlobalInWorld() && DebuggingReplicator->GetLocalPlayerOwner() == MyPC)
					{
						break;
					}
				}
			}

			UObject* Target = DebuggingReplicator != NULL ? DebuggingReplicator->GetSelectedActorToDebug() : NULL;
			FString QueryName = FParse::Token(Cmd, 0);
			if (Target)
			{
				AISys->RunEQS(QueryName, Target);
			}
			else
			{
				MyPC->ClientMessage(TEXT("No debugging target to run EQS"));
			}
		}

		return true;
	}


	if (FParse::Command(&Cmd, TEXT("EnableGDT")) == false)
	{
		return false;
	}

	FString UniquePlayerId = FParse::Token(Cmd, 0);
	APlayerController* LocalPC = NULL;
	UWorld* MyWorld = InWorld;

	if (MyWorld == nullptr)
	{
		if (UniquePlayerId.Len() > 0)
		{
			// let's find correct world based on Player Id
			const TIndirectArray<FWorldContext> WorldContexts = GEngine->GetWorldContexts();
			for (auto& Context : WorldContexts)
			{
				if (Context.WorldType != EWorldType::Game && Context.WorldType != EWorldType::PIE)
				{
					continue;
				}

				UWorld *CurrentWorld = Context.World();
				for (FConstPlayerControllerIterator Iterator = CurrentWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
				{
					APlayerController* PC = *Iterator;
					if (PC && PC->PlayerState->UniqueId.ToString() == UniquePlayerId)
					{
						LocalPC = PC;
						MyWorld = PC->GetWorld();
						break;
					}
				}

				if (LocalPC && MyWorld)
				{
					break;
				}
			}
		}
	}

	if (MyWorld == nullptr)
	{
		return false;
	}

	if (LocalPC == nullptr)
	{
		if (UniquePlayerId.Len() > 0)
		{
			for (FConstPlayerControllerIterator Iterator = MyWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
			{
				APlayerController* PlayerController = *Iterator;
				UE_LOG(LogGameplayDebugger, Log, TEXT("- Client: %s"), *PlayerController->PlayerState->UniqueId.ToString());
				if (PlayerController && PlayerController->PlayerState->UniqueId.ToString() == UniquePlayerId)
				{
					LocalPC = PlayerController;
					break;
				}
			}
		}

		if (!LocalPC && MyWorld->GetNetMode() != NM_DedicatedServer)
		{
			LocalPC = MyWorld->GetGameInstance() ? MyWorld->GetGameInstance()->GetFirstLocalPlayerController() : nullptr;
		}
	}

	if (LocalPC == nullptr)
	{
		return false;
	}

	if (MyWorld->GetNetMode() == NM_Client)
	{
		AGameplayDebuggingReplicator* Replicator = NULL;
		for (TActorIterator<AGameplayDebuggingReplicator> It(MyWorld); It; ++It)
		{
			Replicator = *It;
			if (Replicator && !Replicator->IsPendingKill())
			{
				APlayerController* PCOwner = Replicator->GetLocalPlayerOwner();
				if (LocalPC == PCOwner)
				{
					break;
				}
			}
			Replicator = NULL;
		}

		if (!Replicator)
		{
			LocalPC->ClientMessage(TEXT("Enabling GameplayDebugger on server, please wait for replicated data..."));
			if (LocalPC->PlayerState)
			{
				const FString ServerCheatString = FString::Printf(TEXT("cheat EnableGDT %s"), *LocalPC->PlayerState->UniqueId.ToString());
				UE_LOG(LogGameplayDebugger, Warning, TEXT("Sending to Server: %s"), *ServerCheatString);
				LocalPC->ConsoleCommand(*ServerCheatString);
				bHandled = true;
			}
		}
		else
		{
			if (Replicator->IsToolCreated() == false)
			{
				Replicator->CreateTool();
			}
			Replicator->EnableTool();
			bHandled = true;
		}
	}
	else
	{
		UE_LOG(LogGameplayDebugger, Warning, TEXT("Got from client: EnableGDT %s"), *UniquePlayerId);
		{
			AGameplayDebuggingReplicator* Replicator = NULL;
			for (TActorIterator<AGameplayDebuggingReplicator> It(MyWorld); It; ++It)
			{
				Replicator = *It;
				if (Replicator && !Replicator->IsPendingKill())
				{
					APlayerController* PCOwner = Replicator->GetLocalPlayerOwner();
					if (LocalPC == PCOwner)
					{
						break;
					}
				}
				Replicator = NULL;
			}

			if (!Replicator)
			{
				CreateGameplayDebuggerForPlayerController(LocalPC);
				for (TActorIterator<AGameplayDebuggingReplicator> It(MyWorld); It; ++It)
				{
					Replicator = *It;
					if (Replicator && !Replicator->IsPendingKill())
					{
						APlayerController* PCOwner = Replicator->GetLocalPlayerOwner();
						if (LocalPC == PCOwner)
						{
							break;
						}
					}
					Replicator = NULL;
				}
			}

			if (MyWorld->GetNetMode() != NM_DedicatedServer)
			{
				if (Replicator && !Replicator->IsToolCreated())
				{
					Replicator->CreateTool();
					Replicator->EnableTool();
					bHandled = true;
				}
			}
			else
			{
				if (Replicator)
				{
					Replicator->ClientAutoActivate();
					bHandled = true;
				}
			}
		}
	}

	return bHandled;
#else
	return false;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}