예제 #1
0
/*virtual*/ void WBComponent::Report() const
{
	PRINTF( WBCOMPONENT_REPORT_PREFIX "%s\n", GetReadableName() );
}
예제 #2
0
void UPrimitiveComponent::WarnInvalidPhysicsOperations_Internal(const FText& ActionText, const FBodyInstance* BI) const
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if (!CheckStaticMobilityAndWarn(ActionText))	//all physics operations require non-static mobility
	{
		if (BI && BI->bSimulatePhysics == false)	//some require to be simulating too
		{
			FMessageLog("PIE").Warning(FText::Format(LOCTEXT("InvalidPhysicsOperation", "{0} has to have 'Simulate Physics' enabled if you'd like to {1}. "), FText::FromString(GetReadableName()), ActionText));
		}
	}
#endif
}
void UPrimitiveComponent::WarnInvalidPhysicsOperations_Internal(const FText& ActionText, const FBodyInstance* BI) const
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if (!CheckStaticMobilityAndWarn(ActionText))	//all physics operations require non-static mobility
	{
		if (BI)
		{
			ECollisionEnabled::Type CollisionEnabled = BI->GetCollisionEnabled();

			if(BI->bSimulatePhysics == false)	//some require to be simulating too
			{
				FMessageLog("PIE").Warning(FText::Format(LOCTEXT("InvalidPhysicsOperation", "{0} has to have 'Simulate Physics' enabled if you'd like to {1}. "), FText::FromString(GetReadableName()), ActionText));
			}
			else if (CollisionEnabled == ECollisionEnabled::NoCollision || CollisionEnabled == ECollisionEnabled::QueryOnly)	//shapes need to be simulating
			{
				FMessageLog("PIE").Warning(FText::Format(LOCTEXT("InvalidPhysicsOperation", "{0} has to have 'CollisionEnabled' set to 'Query and Physics' or 'Physics only' if you'd like to {1}. "), FText::FromString(GetReadableName()), ActionText));
			}
		}
	}
#endif
}