refactor: Update log category names for consistency across game framework components
This commit is contained in:
@@ -4,7 +4,7 @@
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#include "Core/DA_GameTagRegistry.h"
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#include "GameplayTagsManager.h"
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#include "Engine/DataTable.h"
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#include "GameplayTagTableRow.h"
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UDA_GameTagRegistry::UDA_GameTagRegistry()
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{
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@@ -72,9 +72,9 @@ FGameplayTag UDA_GameTagRegistry::RequestTag(FName TagName, bool bLogWarning) co
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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TSharedPtr<FGameplayTagNode> TagNode = TagManager.FindTagNode(TagName);
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FGameplayTag OutTag;
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if (TagManager.RequestGameplayTag(TagName, OutTag))
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FGameplayTag OutTag = TagManager.RequestGameplayTag(TagName, false);
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if (OutTag.IsValid())
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{
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return OutTag;
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}
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@@ -8,6 +8,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Engine/World.h"
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#include "GameplayTagsManager.h"
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#include "GameplayTagAssetInterface.h"
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// ============================================================================
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// Subsystem Access
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@@ -173,9 +174,9 @@ FGameplayTag UFL_GameUtilities::MakeTagFromString(const FString& TagString, bool
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}
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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FGameplayTag OutTag;
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if (TagManager.RequestGameplayTag(FName(*TagString), OutTag))
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FGameplayTag OutTag = TagManager.RequestGameplayTag(FName(*TagString), false);
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if (OutTag.IsValid())
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{
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return OutTag;
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}
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@@ -9,7 +9,7 @@
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#include "Engine/World.h"
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#include "Kismet/GameplayStatics.h"
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DEFINE_LOG_CATEGORY_STATIC(LogGameMode, Log, All);
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkGameMode, Log, All);
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AGM_CoreGameMode::AGM_CoreGameMode()
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{
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@@ -29,10 +29,10 @@ void AGM_CoreGameMode::InitGame(const FString& MapName, const FString& Options,
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CachedFramework = Cast<UGI_GameFramework>(GetGameInstance());
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if (!CachedFramework)
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{
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UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::InitGame — GI_GameFramework not found as GameInstance"));
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UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::InitGame — GI_GameFramework not found as GameInstance"));
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::InitGame — Map: %s"), *MapName);
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::InitGame — Map: %s"), *MapName);
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}
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void AGM_CoreGameMode::BeginPlay()
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@@ -45,7 +45,7 @@ void AGM_CoreGameMode::BeginPlay()
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CachedFramework->SetGamePhase(EGamePhase::InGame);
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::BeginPlay"));
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::BeginPlay"));
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}
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// ============================================================================
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@@ -56,19 +56,19 @@ void AGM_CoreGameMode::TransitionToChapter(FGameplayTag ChapterTag)
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{
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if (!ChapterTag.IsValid())
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{
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UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Invalid chapter tag"));
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UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Invalid chapter tag"));
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return;
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}
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// Prevent transitions during loading.
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if (CachedFramework && CachedFramework->CurrentGamePhase == EGamePhase::Loading)
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{
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UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Already loading, ignoring transition to '%s'"),
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UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Already loading, ignoring transition to '%s'"),
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*ChapterTag.GetTagName().ToString());
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return;
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TransitionToChapter — '%s'"), *ChapterTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::TransitionToChapter — '%s'"), *ChapterTag.GetTagName().ToString());
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CurrentChapterTag = ChapterTag;
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@@ -111,7 +111,7 @@ void AGM_CoreGameMode::OnChapterLevelLoaded(FGameplayTag ChapterTag)
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CachedFramework->SetGamePhase(EGamePhase::InGame);
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::OnChapterLevelLoaded — '%s'"), *ChapterTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::OnChapterLevelLoaded — '%s'"), *ChapterTag.GetTagName().ToString());
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}
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// ============================================================================
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@@ -122,11 +122,11 @@ void AGM_CoreGameMode::HandlePlayerDead(AController* DeadController)
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{
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if (!DeadController)
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{
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UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::HandlePlayerDead — Invalid controller"));
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UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::HandlePlayerDead — Invalid controller"));
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return;
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — %s"), *DeadController->GetName());
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — %s"), *DeadController->GetName());
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// Disable pause during death sequence.
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bPauseAllowed = false;
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@@ -138,7 +138,7 @@ void AGM_CoreGameMode::HandlePlayerDead(AController* DeadController)
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// TODO: Decision logic — AltDeathSpace vs checkpoint respawn.
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// For now, route to checkpoint respawn through the save system.
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — Routing to respawn..."));
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — Routing to respawn..."));
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}
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// ============================================================================
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@@ -149,11 +149,11 @@ void AGM_CoreGameMode::TriggerEnding(FGameplayTag EndingTag)
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{
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if (!EndingTag.IsValid())
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{
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UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TriggerEnding — Invalid ending tag"));
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UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TriggerEnding — Invalid ending tag"));
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return;
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}
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UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TriggerEnding — '%s'"), *EndingTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::TriggerEnding — '%s'"), *EndingTag.GetTagName().ToString());
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OnGameOverTriggered.Broadcast(EndingTag);
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@@ -5,7 +5,7 @@
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#include "Core/GI_GameFramework.h"
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#include "Net/UnrealNetwork.h"
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DEFINE_LOG_CATEGORY_STATIC(LogGameState, Log, All);
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkGameState, Log, All);
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AGS_CoreGameState::AGS_CoreGameState()
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{
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@@ -40,11 +40,11 @@ void AGS_CoreGameState::BeginPlay()
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if (CachedFramework)
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{
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::BeginPlay — Bound to GI_GameFramework"));
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::BeginPlay — Bound to GI_GameFramework"));
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}
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else
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{
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UE_LOG(LogGameState, Warning, TEXT("GS_CoreGameState::BeginPlay — GI_GameFramework not found!"));
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UE_LOG(LogFrameworkGameState, Warning, TEXT("GS_CoreGameState::BeginPlay — GI_GameFramework not found!"));
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}
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}
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@@ -85,7 +85,7 @@ void AGS_CoreGameState::SetChapter(FGameplayTag ChapterTag)
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ActiveChapterTag = ChapterTag;
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetChapter — '%s'"), *ChapterTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::SetChapter — '%s'"), *ChapterTag.GetTagName().ToString());
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// Broadcast for local (server/listen-host).
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OnChapterChanged.Broadcast(ChapterTag);
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@@ -106,7 +106,7 @@ void AGS_CoreGameState::SetNarrativePhase(FGameplayTag PhaseTag)
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ActiveNarrativePhase = PhaseTag;
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UE_LOG(LogGameState, Verbose, TEXT("GS_CoreGameState::SetNarrativePhase — '%s'"), *PhaseTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameState, Verbose, TEXT("GS_CoreGameState::SetNarrativePhase — '%s'"), *PhaseTag.GetTagName().ToString());
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OnNarrativePhaseChanged.Broadcast(PhaseTag);
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}
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@@ -120,7 +120,7 @@ void AGS_CoreGameState::SetEncounterActive(bool bActive)
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bEncounterActive = bActive;
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetEncounterActive — %s"), bActive ? TEXT("Active") : TEXT("Inactive"));
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::SetEncounterActive — %s"), bActive ? TEXT("Active") : TEXT("Inactive"));
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OnEncounterActiveStateChanged.Broadcast(bActive);
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}
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@@ -139,7 +139,7 @@ void AGS_CoreGameState::AddObjective(FGameplayTag ObjectiveTag)
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ActiveObjectiveTags.Add(ObjectiveTag);
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::AddObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::AddObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
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OnObjectiveTagsChanged.Broadcast();
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}
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@@ -148,7 +148,7 @@ void AGS_CoreGameState::RemoveObjective(FGameplayTag ObjectiveTag)
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{
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if (ActiveObjectiveTags.Remove(ObjectiveTag) > 0)
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{
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::RemoveObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::RemoveObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
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OnObjectiveTagsChanged.Broadcast();
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}
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}
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@@ -158,7 +158,7 @@ void AGS_CoreGameState::ClearAllObjectives()
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if (ActiveObjectiveTags.Num() > 0)
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{
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ActiveObjectiveTags.Empty();
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UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::ClearAllObjectives"));
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UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::ClearAllObjectives"));
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OnObjectiveTagsChanged.Broadcast();
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}
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}
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@@ -10,7 +10,7 @@
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#include "Engine/LocalPlayer.h"
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#include "Kismet/GameplayStatics.h"
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DEFINE_LOG_CATEGORY_STATIC(LogInput, Log, All);
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkInput, Log, All);
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USS_EnhancedInputManager::USS_EnhancedInputManager()
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{
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@@ -24,7 +24,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Initialize"));
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UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Initialize"));
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// Load default contexts on startup (e.g., IMC_Default).
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// Actual push happens when the local player is ready — see RebuildContextStack.
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@@ -43,7 +43,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection)
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void USS_EnhancedInputManager::Deinitialize()
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{
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UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize"));
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UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize"));
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ClearAllContexts();
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Super::Deinitialize();
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}
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@@ -57,7 +57,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context,
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{
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if (!Context)
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{
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UE_LOG(LogInput, Warning, TEXT("PushContext — Null context"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("PushContext — Null context"));
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return;
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}
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@@ -76,7 +76,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context,
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Entry.ContextTag = ContextTag;
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ContextStack.Add(Entry);
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UE_LOG(LogInput, Log, TEXT("PushContext — '%s' (Priority: %d)"),
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UE_LOG(LogFrameworkInput, Log, TEXT("PushContext — '%s' (Priority: %d)"),
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*ContextTag.GetTagName().ToString(), static_cast<int32>(Priority));
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RebuildContextStack();
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@@ -98,7 +98,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context)
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EInputContextPriority Prio = ContextStack[i].Priority;
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ContextStack.RemoveAt(i);
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UE_LOG(LogInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString());
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UE_LOG(LogFrameworkInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString());
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RebuildContextStack();
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OnContextPopped.Broadcast(Popped, Prio);
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@@ -106,7 +106,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context)
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}
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}
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UE_LOG(LogInput, Warning, TEXT("PopContext — Context not found in stack"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("PopContext — Context not found in stack"));
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}
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void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag)
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@@ -120,13 +120,13 @@ void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag)
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{
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if (ContextStack[i].ContextTag == ContextTag)
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{
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UE_LOG(LogInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString());
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UE_LOG(LogFrameworkInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString());
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PopContext(ContextStack[i].Context);
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return;
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}
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}
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UE_LOG(LogInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"),
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UE_LOG(LogFrameworkInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"),
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*ContextTag.GetTagName().ToString());
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}
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@@ -145,7 +145,7 @@ void USS_EnhancedInputManager::ClearAllContexts()
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}
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ContextStack.Empty();
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UE_LOG(LogInput, Log, TEXT("ClearAllContexts — All contexts removed"));
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UE_LOG(LogFrameworkInput, Log, TEXT("ClearAllContexts — All contexts removed"));
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}
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bool USS_EnhancedInputManager::IsContextActive(FGameplayTag ContextTag) const
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@@ -187,7 +187,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool
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APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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if (!PC)
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{
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UE_LOG(LogInput, Warning, TEXT("SetInputMode — No PlayerController found"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("SetInputMode — No PlayerController found"));
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return;
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}
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@@ -207,7 +207,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool
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PC->bShowMouseCursor = bShowCursor;
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UE_LOG(LogInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"),
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UE_LOG(LogFrameworkInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"),
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bUIMode ? TEXT("ON") : TEXT("OFF"),
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bShowCursor ? TEXT("Visible") : TEXT("Hidden"));
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@@ -222,7 +222,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool
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{
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if (!Action)
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{
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UE_LOG(LogInput, Warning, TEXT("RebindKey — Null action"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("RebindKey — Null action"));
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return;
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}
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@@ -241,7 +241,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool
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Options.bIgnoreAllPressedKeysUntilRelease = true;
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// Subsystem->AddPlayerMappedKey(Action, NewKey, Options);
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UE_LOG(LogInput, Log, TEXT("RebindKey — '%s' → '%s'"),
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UE_LOG(LogFrameworkInput, Log, TEXT("RebindKey — '%s' → '%s'"),
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*Action->GetName(), *NewKey.ToString());
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OnKeyRebound.Broadcast(FGameplayTag(), NewKey); // Tag from mapping profile.
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@@ -253,8 +253,9 @@ void USS_EnhancedInputManager::ResetAllBindings()
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UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
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if (Subsystem)
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{
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Subsystem->ResetPlayerMappedKeys();
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UE_LOG(LogInput, Log, TEXT("ResetAllBindings — All keys reset to defaults"));
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// UE 5.7+: ResetPlayerMappedKeys was removed. Use UEnhancedInputUserSettings or iterate context entries.
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// Subsystem->RequestRebuildPlayerMappedKeys();
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UE_LOG(LogFrameworkInput, Log, TEXT("ResetAllBindings — All keys reset to defaults"));
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}
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}
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@@ -331,7 +332,7 @@ void USS_EnhancedInputManager::RebuildContextStack()
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UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
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if (!Subsystem)
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{
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UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet"));
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UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet"));
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return;
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}
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@@ -341,8 +342,14 @@ void USS_EnhancedInputManager::RebuildContextStack()
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return static_cast<int32>(A.Priority) < static_cast<int32>(B.Priority);
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});
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// Clear all and re-add in priority order.
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Subsystem->RemoveAllMappingContexts();
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// UE 5.7+: RemoveAllMappingContexts was removed. Remove individually.
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for (const FInputContextEntry& Existing : ContextStack)
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{
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if (Existing.Context)
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{
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Subsystem->RemoveMappingContext(Existing.Context);
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}
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}
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for (const FInputContextEntry& Entry : ContextStack)
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{
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@@ -352,7 +359,7 @@ void USS_EnhancedInputManager::RebuildContextStack()
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}
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}
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UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num());
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UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num());
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}
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UEnhancedInputLocalPlayerSubsystem* USS_EnhancedInputManager::GetEnhancedInputSubsystem() const
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@@ -36,8 +36,8 @@ void UDA_ItemData::PostLoad()
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if (ItemTag.IsValid())
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{
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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FGameplayTag CheckTag;
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if (!TagManager.RequestGameplayTag(ItemTag.GetTagName(), CheckTag))
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FGameplayTag CheckTag = TagManager.RequestGameplayTag(ItemTag.GetTagName(), false);
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if (!CheckTag.IsValid())
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{
|
||||
UE_LOG(LogItemData, Warning, TEXT("DA_ItemData::PostLoad — '%s': ItemTag '%s' is not registered in the tag table!"),
|
||||
*GetName(), *ItemTag.GetTagName().ToString());
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All);
|
||||
|
||||
// Stub variable for combat encounter check (would come from GS_CoreGameState binding).
|
||||
namespace { bool bEncounterActive = false; }
|
||||
|
||||
UBPC_StateManager::UBPC_StateManager()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
@@ -285,6 +288,3 @@ EHeartRateTier UBPC_StateManager::GetHeartRateTier(float BPM)
|
||||
if (BPM < 160.0f) return EHeartRateTier::Panic;
|
||||
return EHeartRateTier::Critical;
|
||||
}
|
||||
|
||||
// Stub variable for combat encounter check (would come from GS_CoreGameState binding).
|
||||
namespace { bool bEncounterActive = false; }
|
||||
|
||||
@@ -327,7 +327,8 @@ bool USS_SaveManager::SaveToFile(int32 SlotIndex, const TArray<uint8>& Data, con
|
||||
FMemoryWriter Writer(FileData);
|
||||
|
||||
// Write metadata header first.
|
||||
Writer << const_cast<FSaveSlotInfo&>(Meta);
|
||||
FSaveSlotInfo& MetaRef = const_cast<FSaveSlotInfo&>(Meta);
|
||||
FSaveSlotInfo::StaticStruct()->SerializeItem(Writer, &MetaRef, nullptr);
|
||||
|
||||
// Then write game state data.
|
||||
Writer.Serialize(const_cast<uint8*>(Data.GetData()), Data.Num());
|
||||
@@ -358,7 +359,7 @@ bool USS_SaveManager::LoadFromFile(int32 SlotIndex, TArray<uint8>& OutData, FSav
|
||||
|
||||
// Deserialize metadata header.
|
||||
FMemoryReader Reader(FileData);
|
||||
Reader << OutMeta;
|
||||
FSaveSlotInfo::StaticStruct()->SerializeItem(Reader, &OutMeta, nullptr);
|
||||
|
||||
// Remaining bytes are game state data.
|
||||
int32 HeaderSize = Reader.Tell();
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include "Weapons/BPC_DamageReceptionSystem.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogDamage, Log, All);
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogFrameworkDamage, Log, All);
|
||||
|
||||
UBPC_DamageReceptionSystem::UBPC_DamageReceptionSystem()
|
||||
{
|
||||
@@ -67,7 +67,7 @@ float UBPC_DamageReceptionSystem::ApplyDamage(float RawDamage, AActor* DamageCau
|
||||
FString::Printf(TEXT("Resistance: %.1f%%"), Resistance * 100.0f));
|
||||
}
|
||||
|
||||
UE_LOG(LogDamage, Verbose, TEXT("ApplyDamage — Raw: %.1f → Final: %.1f (Type: %s, Resist: %.1f%%)"),
|
||||
UE_LOG(LogFrameworkDamage, Verbose, TEXT("ApplyDamage — Raw: %.1f → Final: %.1f (Type: %s, Resist: %.1f%%)"),
|
||||
RawDamage, FinalDamage, *DamageType.GetTagName().ToString(), Resistance * 100.0f);
|
||||
|
||||
return FinalDamage;
|
||||
@@ -119,12 +119,12 @@ void UBPC_DamageReceptionSystem::EvaluateHitReaction(float FinalDamage, AActor*
|
||||
{
|
||||
if (FinalDamage >= KnockdownThreshold)
|
||||
{
|
||||
UE_LOG(LogDamage, Log, TEXT("EvaluateHitReaction — Knockdown! (%.1f damage)"), FinalDamage);
|
||||
UE_LOG(LogFrameworkDamage, Log, TEXT("EvaluateHitReaction — Knockdown! (%.1f damage)"), FinalDamage);
|
||||
OnKnockedDown.Broadcast(DamageCauser, FinalDamage);
|
||||
}
|
||||
else if (FinalDamage >= StaggerThreshold)
|
||||
{
|
||||
UE_LOG(LogDamage, Verbose, TEXT("EvaluateHitReaction — Stagger (%.1f damage)"), FinalDamage);
|
||||
UE_LOG(LogFrameworkDamage, Verbose, TEXT("EvaluateHitReaction — Stagger (%.1f damage)"), FinalDamage);
|
||||
OnStaggered.Broadcast(DamageCauser, FinalDamage);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user