void FScriptExecutionNode::GetAllPureNodes(TMap<int32, TSharedPtr<class FScriptExecutionNode>>& PureNodesOut) { GetAllPureNodes_Internal(PureNodesOut, PureNodeScriptCodeRange); // Sort pure nodes by script offset (execution order). PureNodesOut.KeySort(TLess<int32>()); }
void AGameplayDebuggerReplicator::DrawDebugData(class UCanvas* Canvas, class APlayerController* PC, bool bHideMenu) { #if ENABLED_GAMEPLAY_DEBUGGER if (!LocalPlayerOwner && IsActorTickEnabled()) { return; } const bool bAllowToDraw = Canvas && Canvas->SceneView && (Canvas->SceneView->ViewActor == LocalPlayerOwner->AcknowledgedPawn || Canvas->SceneView->ViewActor == LocalPlayerOwner->GetPawnOrSpectator()); if (!bAllowToDraw) { // check for spectator debug camera during debug camera if (DebugCameraController.IsValid() == false || Canvas->SceneView->ViewActor->GetInstigatorController() != DebugCameraController.Get()) { return; } } const float DebugInfoStartX = UGameplayDebuggerModuleSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerModuleSettings>()->DebugInfoStart.X; const float DebugInfoStartY = UGameplayDebuggerModuleSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerModuleSettings>()->DebugInfoStart.Y; const FVector SelectedActorLoc = LastSelectedActorToDebug ? LastSelectedActorToDebug->GetActorLocation() + FVector(0, 0, LastSelectedActorToDebug->GetSimpleCollisionHalfHeight()) : DebugTools::InvalidLocation; UGameplayDebuggerHelper::FPrintContext DefaultContext(GEngine->GetSmallFont(), Canvas, DebugInfoStartX, DebugInfoStartY); DefaultContext.FontRenderInfo.bEnableShadow = true; const bool bDrawFullData = SelectedActorLoc != DebugTools::InvalidLocation; const FVector ScreenLoc = SelectedActorLoc != DebugTools::InvalidLocation ? UGameplayDebuggerHelper::ProjectLocation(DefaultContext, SelectedActorLoc) : FVector::ZeroVector; UGameplayDebuggerHelper::FPrintContext OverHeadContext(GEngine->GetSmallFont(), Canvas, ScreenLoc.X, ScreenLoc.Y); UGameplayDebuggerHelper::SetOverHeadContext(OverHeadContext); UGameplayDebuggerHelper::SetDefaultContext(DefaultContext); if (DefaultContext.Canvas != nullptr) { float XL, YL; const FString ToolName = FString::Printf(TEXT("Gameplay Debugger [Timestamp: %05.03f]"), GetWorld()->TimeSeconds); UGameplayDebuggerHelper::CalulateStringSize(DefaultContext, nullptr, ToolName, XL, YL); UGameplayDebuggerHelper::PrintString(DefaultContext, FColorList::White, ToolName, DefaultContext.Canvas->ClipX / 2.0f - XL / 2.0f, 0); } if (!bHideMenu) { DrawMenu(DefaultContext, OverHeadContext); } TMap<FString, TArray<UGameplayDebuggerBaseObject*> > CategoryToClasses; for (UGameplayDebuggerBaseObject* Obj : ReplicatedObjects) { if (Obj) { FString Category = Obj->GetCategoryName(); CategoryToClasses.FindOrAdd(Category).Add(Obj); } } CategoryToClasses.KeySort(TLess<FString>()); for (auto It(CategoryToClasses.CreateIterator()); It; ++It) { const FGameplayDebuggerCategorySettings* Element = Categories.FindByPredicate([&](const FGameplayDebuggerCategorySettings& C){ return It.Key() == C.CategoryName; }); if (Element == nullptr || Element->bPIE == false) { continue; } UGameplayDebuggerHelper::PrintString(UGameplayDebuggerHelper::GetDefaultContext(), FString::Printf(TEXT("\n{R=0,G=255,B=0,A=255}%s\n"), *It.Key())); TArray<UGameplayDebuggerBaseObject*>& CurrentObjects = It.Value(); for (UGameplayDebuggerBaseObject* Obj : CurrentObjects) { Obj->DrawCollectedData(LocalPlayerOwner, LastSelectedActorToDebug); } } const IConsoleVariable* cvarHighlightSelectedActor = IConsoleManager::Get().FindConsoleVariable(TEXT("ai.gd.HighlightSelectedActor")); const bool bHighlightSelectedActor = !cvarHighlightSelectedActor || cvarHighlightSelectedActor->GetInt(); if (LastSelectedActorToDebug && bHighlightSelectedActor) { FBox ComponentsBoundingBox = LastSelectedActorToDebug->GetComponentsBoundingBox(false); DrawDebugBox(GetWorld(), ComponentsBoundingBox.GetCenter(), ComponentsBoundingBox.GetExtent(), FColor::Red, false); DrawDebugSolidBox(GetWorld(), ComponentsBoundingBox.GetCenter(), ComponentsBoundingBox.GetExtent(), FColor::Red.WithAlpha(25)); } #endif }
/** * Enacts the transaction. */ void FTransaction::Apply() { checkSlow(Inc==1||Inc==-1); // Figure out direction. const int32 Start = Inc==1 ? 0 : Records.Num()-1; const int32 End = Inc==1 ? Records.Num() : -1; // Init objects. TMap<UObject*, TSharedPtr<ITransactionObjectAnnotation>> ChangedObjects; for( int32 i=Start; i!=End; i+=Inc ) { FObjectRecord& Record = Records[i]; Record.bRestored = false; UObject* Object = Record.Object.Get(); if (!ChangedObjects.Contains(Object)) { Object->CheckDefaultSubobjects(); Object->PreEditUndo(); } ChangedObjects.Add(Object, Record.ObjectAnnotation); } for( int32 i=Start; i!=End; i+=Inc ) { Records[i].Restore( this ); } // An Actor's components must always get its PostEditUndo before the owning Actor so do a quick sort ChangedObjects.KeySort([](UObject& A, UObject& B) { UActorComponent* BAsComponent = Cast<UActorComponent>(&B); return (BAsComponent ? (BAsComponent->GetOwner() != &A) : true); }); NumModelsModified = 0; // Count the number of UModels that were changed. for (auto ChangedObjectIt : ChangedObjects) { UObject* ChangedObject = ChangedObjectIt.Key; UModel* Model = Cast<UModel>(ChangedObject); if (Model && Model->Nodes.Num()) { FBSPOps::bspBuildBounds(Model); ++NumModelsModified; } TSharedPtr<ITransactionObjectAnnotation> ChangedObjectTransactionAnnotation = ChangedObjectIt.Value; if (ChangedObjectTransactionAnnotation.IsValid()) { ChangedObject->PostEditUndo(ChangedObjectTransactionAnnotation); } else { ChangedObject->PostEditUndo(); } } // Flip it. if (bFlip) { Inc *= -1; } for (auto ChangedObjectIt : ChangedObjects) { UObject* ChangedObject = ChangedObjectIt.Key; ChangedObject->CheckDefaultSubobjects(); } }