void AGameplayDebuggingHUDComponent::DrawPath(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent) { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) static const FColor Grey(100,100,100); static const FColor PathColor(192,192,192); const int32 NumPathVerts = DebugComponent->PathPoints.Num(); UWorld* DrawWorld = GetWorld(); for (int32 VertIdx=0; VertIdx < NumPathVerts-1; ++VertIdx) { FVector const VertLoc = DebugComponent->PathPoints[VertIdx] + NavigationDebugDrawing::PathOffset; DrawDebugSolidBox(DrawWorld, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false); // draw line to next loc FVector const NextVertLoc = DebugComponent->PathPoints[VertIdx+1] + NavigationDebugDrawing::PathOffset; DrawDebugLine(DrawWorld, VertLoc, NextVertLoc, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false , -1.f, 0 , NavigationDebugDrawing::PathLineThickness); } // draw last vert if (NumPathVerts > 0) { DrawDebugBox(DrawWorld, DebugComponent->PathPoints[NumPathVerts-1] + NavigationDebugDrawing::PathOffset, FVector(15.f), Grey, false); } #endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) }
void FNavigationPath::DebugDraw(const ANavigationData* NavData, FColor PathColor, UCanvas* Canvas, bool bPersistent, const uint32 NextPathPointIndex) const { static const FColor Grey(100,100,100); const int32 NumPathVerts = PathPoints.Num(); UWorld* World = NavData->GetWorld(); for (int32 VertIdx = 0; VertIdx < NumPathVerts-1; ++VertIdx) { // draw box at vert FVector const VertLoc = PathPoints[VertIdx].Location + NavigationDebugDrawing::PathOffset; DrawDebugSolidBox(World, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, VertIdx < int32(NextPathPointIndex) ? Grey : PathColor, bPersistent); // draw line to next loc FVector const NextVertLoc = PathPoints[VertIdx+1].Location + NavigationDebugDrawing::PathOffset; DrawDebugLine(World, VertLoc, NextVertLoc, VertIdx < int32(NextPathPointIndex)-1 ? Grey : PathColor, bPersistent , /*LifeTime*/-1.f, /*DepthPriority*/0 , /*Thickness*/NavigationDebugDrawing::PathLineThickness); } // draw last vert if (NumPathVerts > 0) { DrawDebugBox(World, PathPoints[NumPathVerts-1].Location + NavigationDebugDrawing::PathOffset, FVector(15.f), PathColor, bPersistent); } // if observing goal actor draw a radius and a line to the goal if (GoalActor.IsValid()) { const FVector GoalLocation = GetGoalLocation() + NavigationDebugDrawing::PathOffset; const FVector EndLocation = GetEndLocation() + NavigationDebugDrawing::PathOffset; static const FVector CylinderHalfHeight = FVector::UpVector * 10.f; DrawDebugCylinder(World, EndLocation - CylinderHalfHeight, EndLocation + CylinderHalfHeight, FMath::Sqrt(GoalActorLocationTetherDistanceSq), 16, PathColor, bPersistent); DrawDebugLine(World, EndLocation, GoalLocation, Grey, bPersistent); } }
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 }
void FGameplayDebuggerCategory_AI::DrawPath(UWorld* World) { static const FColor InactiveColor(100, 100, 100); static const FColor PathColor(192, 192, 192); static const FColor PathGoalColor(255, 255, 255); const int32 NumPathVerts = PathDataPack.PathPoints.Num(); for (int32 Idx = 0; Idx < NumPathVerts; Idx++) { const FVector PathPoint = PathDataPack.PathPoints[Idx] + NavigationDebugDrawing::PathOffset; DrawDebugSolidBox(World, PathPoint, NavigationDebugDrawing::PathNodeBoxExtent, Idx < DataPack.NextPathPointIndex ? InactiveColor : PathColor); } for (int32 Idx = 1; Idx < NumPathVerts; Idx++) { const FVector P0 = PathDataPack.PathPoints[Idx - 1] + NavigationDebugDrawing::PathOffset; const FVector P1 = PathDataPack.PathPoints[Idx] + NavigationDebugDrawing::PathOffset; DrawDebugLine(World, P0, P1, Idx < DataPack.NextPathPointIndex ? InactiveColor : PathColor, false, -1.0f, 0, NavigationDebugDrawing::PathLineThickness); } if (NumPathVerts && DataPack.bPathHasGoalActor) { const FVector P0 = PathDataPack.PathPoints.Last() + NavigationDebugDrawing::PathOffset; const FVector P1 = DataPack.PathGoalLocation + NavigationDebugDrawing::PathOffset; DrawDebugLine(World, P0, P1, PathGoalColor, false, -1.0f, 0, NavigationDebugDrawing::PathLineThickness); } }