AGameplayDebuggingHUDComponent::AGameplayDebuggingHUDComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , EngineShowFlags(EShowFlagInitMode::ESFIM_Game) { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) World = NULL; SetTickableWhenPaused(true); # if WITH_EDITORONLY_DATA SetIsTemporarilyHiddenInEditor(true); SetActorHiddenInGame(false); bHiddenEdLevel = true; bHiddenEdLayer = true; bHiddenEd = true; bEditable = false; # endif #endif ItemDescriptionWidth = 312.f; // 200.0f; ItemScoreWidth = 50.0f; TestScoreWidth = 100.0f; }
AGameplayDebuggingReplicator::AGameplayDebuggingReplicator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , MaxEQSQueries(5) , bIsGlobalInWorld(true) , LastDrawAtFrame(0) , PlayerControllersUpdateDelay(0) { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // Structure to hold one-time initialization struct FConstructorStatics { ConstructorHelpers::FObjectFinderOptional<UTexture2D> RedIcon; ConstructorHelpers::FObjectFinderOptional<UTexture2D> GreenIcon; // both icons are needed to debug AI FConstructorStatics() : RedIcon(TEXT("/Engine/EngineResources/AICON-Red.AICON-Red")) , GreenIcon(TEXT("/Engine/EngineResources/AICON-Green.AICON-Green")) { } }; static FConstructorStatics ConstructorStatics; DefaultTexture_Red = ConstructorStatics.RedIcon.Get(); DefaultTexture_Green = ConstructorStatics.GreenIcon.Get(); PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bStartWithTickEnabled = false; USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent")); RootComponent = SceneComponent; #if WITH_EDITOR SetIsTemporarilyHiddenInEditor(true); #endif #if WITH_EDITORONLY_DATA SetTickableWhenPaused(true); SetActorHiddenInGame(false); bHiddenEdLevel = true; bHiddenEdLayer = true; bHiddenEd = true; bEditable = false; #endif DebuggerShowFlags = GameplayDebuggerSettings().DebuggerShowFlags; FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(this); #define UPDATE_VIEW_PROPS(__FlagName__) __FlagName__ = Settings.CheckFlag(EAIDebugDrawDataView::__FlagName__); UPDATE_VIEW_PROPS(OverHead); UPDATE_VIEW_PROPS(Basic); UPDATE_VIEW_PROPS(BehaviorTree); UPDATE_VIEW_PROPS(EQS); UPDATE_VIEW_PROPS(Perception); UPDATE_VIEW_PROPS(GameView1); UPDATE_VIEW_PROPS(GameView2); UPDATE_VIEW_PROPS(GameView3); UPDATE_VIEW_PROPS(GameView4); UPDATE_VIEW_PROPS(GameView5); #undef UPDATE_VIEW_PROPS EnableEQSOnHUD = true; if (!HasAnyFlags(RF_ClassDefaultObject)) { SetActorTickEnabled(true); bReplicates = false; SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy); SetReplicates(true); AGameplayDebuggingReplicator::OnSelectionChangedDelegate.AddUObject(this, &AGameplayDebuggingReplicator::ServerSetActorToDebug); } #endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) }
void AGameplayDebuggingReplicator::BeginPlay() { Super::BeginPlay(); #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (Role == ROLE_Authority) { bReplicates = false; SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy); SetReplicates(true); if (!DebugComponentClass.IsValid() && GetWorld() && GetNetMode() < ENetMode::NM_Client) { DebugComponentClass = StaticLoadClass(UGameplayDebuggingComponent::StaticClass(), NULL, *DebugComponentClassName, NULL, LOAD_None, NULL); if (!DebugComponentClass.IsValid()) { DebugComponentClass = UGameplayDebuggingComponent::StaticClass(); } } GetDebugComponent(); } if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer) { if (GIsEditor) { UDebugDrawService::Register(TEXT("DebugAI"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::OnDebugAIDelegate)); } UDebugDrawService::Register(TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::DrawDebugDataDelegate)); if (!DebugComponentHUDClass.IsValid()) { DebugComponentHUDClass = StaticLoadClass(AGameplayDebuggingHUDComponent::StaticClass(), NULL, *DebugComponentHUDClassName, NULL, LOAD_None, NULL); if (!DebugComponentHUDClass.IsValid()) { DebugComponentHUDClass = AGameplayDebuggingHUDComponent::StaticClass(); } } } #if WITH_EDITOR const UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine); if (EEngine && (EEngine->bIsSimulatingInEditor || EEngine->EditorWorld) && GetWorld() != EEngine->EditorWorld && !IsGlobalInWorld() && GCurrentLevelEditingViewportClient && GCurrentLevelEditingViewportClient->EngineShowFlags.DebugAI) { SetIsTemporarilyHiddenInEditor(false); SetActorHiddenInGame(false); bHiddenEdLevel = false; bHiddenEdLayer = false; bHiddenEd = false; bEditable = true; if (DebugComponent) { DebugComponent->ServerReplicateData(EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty); FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(this); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::OverHead) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::OverHead); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::Basic) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Basic); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::BehaviorTree) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::BehaviorTree); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::EQS) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::EQS); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::Perception) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Perception); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView1) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView1); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView2) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView2); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView3) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView3); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView4) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView4); DebugComponent->ServerReplicateData(Settings.CheckFlag(EAIDebugDrawDataView::GameView5) ? EDebugComponentMessage::ActivateDataView : EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::GameView5); } } else { SetTickableWhenPaused(true); SetIsTemporarilyHiddenInEditor(true); SetActorHiddenInGame(false); bHiddenEdLevel = true; bHiddenEdLayer = true; bHiddenEd = true; bEditable = false; if (DebugComponent) { DebugComponent->ServerReplicateData(EDebugComponentMessage::DeactivateDataView, EAIDebugDrawDataView::Empty); } } #endif if (GetWorld() && GetNetMode() != ENetMode::NM_DedicatedServer) { if (GIsEditor) { UDebugDrawService::Register(TEXT("DebugAI"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::OnDebugAIDelegate)); } UDebugDrawService::Register(TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &AGameplayDebuggingReplicator::DrawDebugDataDelegate)); if (!DebugComponentHUDClass.IsValid()) { DebugComponentHUDClass = StaticLoadClass(AGameplayDebuggingHUDComponent::StaticClass(), NULL, *DebugComponentHUDClassName, NULL, LOAD_None, NULL); if (!DebugComponentHUDClass.IsValid()) { DebugComponentHUDClass = AGameplayDebuggingHUDComponent::StaticClass(); } } } if (bAutoActivate) { OnRep_AutoActivate(); } #endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) }