Example #1
0
//----------------------------------------------------------------------//
// DEBUG
//----------------------------------------------------------------------//
FString UAISense_Sight::GetDebugLegend() const
{
	static const FColor SightColor = GetDebugSightRangeColor(); 
	static const FColor LoseSightColor = GetDebugLoseSightColor();

	return FString::Printf(TEXT("{%s} Sight, {%s} Lose Sight,"), *SightColor.ToString(), *LoseSightColor.ToString());
}
void FColorStructCustomization::OnSetColorFromColorPicker( FLinearColor NewColor )
{
	FString ColorString;
	if( bIsLinearColor )
	{
		ColorString = NewColor.ToString();
	}
	else
	{
		// Handled by the color picker
		const bool bSRGB = false;
		FColor NewFColor = NewColor.ToFColor(bSRGB);
		ColorString = NewFColor.ToString();
	}

	StructPropertyHandle->SetValueFromFormattedString( ColorString, bIsInteractive ? EPropertyValueSetFlags::InteractiveChange : 0 );
}
void FColorStructCustomization::OnColorPickerCancelled( FLinearColor OriginalColor )
{
	TArray<FString> PerObjectColors;

	for( int32 ColorIndex = 0; ColorIndex < SavedPreColorPickerColors.Num(); ++ColorIndex )
	{
		if( bIsLinearColor )
		{
			PerObjectColors.Add( SavedPreColorPickerColors[ColorIndex].ToString() );
		}
		else
		{
			const bool bSRGB = false;
			FColor Color = SavedPreColorPickerColors[ColorIndex].ToFColor( bSRGB );
			PerObjectColors.Add( Color.ToString() );
		}
	}

	StructPropertyHandle->SetPerObjectValues( PerObjectColors );

	PerObjectColors.Empty();
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	PrintString(Context, FString::Printf(TEXT("{%s}%s"), *InColor.ToString(), *InString));
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}