diff --git a/Source/Framework/Private/Core/DA_GameTagRegistry.cpp b/Source/Framework/Private/Core/DA_GameTagRegistry.cpp index c565a74..3102611 100644 --- a/Source/Framework/Private/Core/DA_GameTagRegistry.cpp +++ b/Source/Framework/Private/Core/DA_GameTagRegistry.cpp @@ -4,7 +4,7 @@ #include "Core/DA_GameTagRegistry.h" #include "GameplayTagsManager.h" #include "Engine/DataTable.h" -#include "GameplayTagTableRow.h" + UDA_GameTagRegistry::UDA_GameTagRegistry() { @@ -72,9 +72,9 @@ FGameplayTag UDA_GameTagRegistry::RequestTag(FName TagName, bool bLogWarning) co UGameplayTagsManager& TagManager = UGameplayTagsManager::Get(); TSharedPtr TagNode = TagManager.FindTagNode(TagName); - FGameplayTag OutTag; - if (TagManager.RequestGameplayTag(TagName, OutTag)) + FGameplayTag OutTag = TagManager.RequestGameplayTag(TagName, false); + if (OutTag.IsValid()) { return OutTag; } diff --git a/Source/Framework/Private/Core/FL_GameUtilities.cpp b/Source/Framework/Private/Core/FL_GameUtilities.cpp index 5a883a4..4aaaf7e 100644 --- a/Source/Framework/Private/Core/FL_GameUtilities.cpp +++ b/Source/Framework/Private/Core/FL_GameUtilities.cpp @@ -8,6 +8,7 @@ #include "Kismet/GameplayStatics.h" #include "Engine/World.h" #include "GameplayTagsManager.h" +#include "GameplayTagAssetInterface.h" // ============================================================================ // Subsystem Access @@ -173,9 +174,9 @@ FGameplayTag UFL_GameUtilities::MakeTagFromString(const FString& TagString, bool } UGameplayTagsManager& TagManager = UGameplayTagsManager::Get(); - FGameplayTag OutTag; - if (TagManager.RequestGameplayTag(FName(*TagString), OutTag)) + FGameplayTag OutTag = TagManager.RequestGameplayTag(FName(*TagString), false); + if (OutTag.IsValid()) { return OutTag; } diff --git a/Source/Framework/Private/Core/GM_CoreGameMode.cpp b/Source/Framework/Private/Core/GM_CoreGameMode.cpp index 5b49c1d..e988dd9 100644 --- a/Source/Framework/Private/Core/GM_CoreGameMode.cpp +++ b/Source/Framework/Private/Core/GM_CoreGameMode.cpp @@ -9,7 +9,7 @@ #include "Engine/World.h" #include "Kismet/GameplayStatics.h" -DEFINE_LOG_CATEGORY_STATIC(LogGameMode, Log, All); +DEFINE_LOG_CATEGORY_STATIC(LogFrameworkGameMode, Log, All); AGM_CoreGameMode::AGM_CoreGameMode() { @@ -29,10 +29,10 @@ void AGM_CoreGameMode::InitGame(const FString& MapName, const FString& Options, CachedFramework = Cast(GetGameInstance()); if (!CachedFramework) { - UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::InitGame — GI_GameFramework not found as GameInstance")); + UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::InitGame — GI_GameFramework not found as GameInstance")); } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::InitGame — Map: %s"), *MapName); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::InitGame — Map: %s"), *MapName); } void AGM_CoreGameMode::BeginPlay() @@ -45,7 +45,7 @@ void AGM_CoreGameMode::BeginPlay() CachedFramework->SetGamePhase(EGamePhase::InGame); } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::BeginPlay")); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::BeginPlay")); } // ============================================================================ @@ -56,19 +56,19 @@ void AGM_CoreGameMode::TransitionToChapter(FGameplayTag ChapterTag) { if (!ChapterTag.IsValid()) { - UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Invalid chapter tag")); + UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Invalid chapter tag")); return; } // Prevent transitions during loading. if (CachedFramework && CachedFramework->CurrentGamePhase == EGamePhase::Loading) { - UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Already loading, ignoring transition to '%s'"), + UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Already loading, ignoring transition to '%s'"), *ChapterTag.GetTagName().ToString()); return; } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TransitionToChapter — '%s'"), *ChapterTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::TransitionToChapter — '%s'"), *ChapterTag.GetTagName().ToString()); CurrentChapterTag = ChapterTag; @@ -111,7 +111,7 @@ void AGM_CoreGameMode::OnChapterLevelLoaded(FGameplayTag ChapterTag) CachedFramework->SetGamePhase(EGamePhase::InGame); } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::OnChapterLevelLoaded — '%s'"), *ChapterTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::OnChapterLevelLoaded — '%s'"), *ChapterTag.GetTagName().ToString()); } // ============================================================================ @@ -122,11 +122,11 @@ void AGM_CoreGameMode::HandlePlayerDead(AController* DeadController) { if (!DeadController) { - UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::HandlePlayerDead — Invalid controller")); + UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::HandlePlayerDead — Invalid controller")); return; } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — %s"), *DeadController->GetName()); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — %s"), *DeadController->GetName()); // Disable pause during death sequence. bPauseAllowed = false; @@ -138,7 +138,7 @@ void AGM_CoreGameMode::HandlePlayerDead(AController* DeadController) // TODO: Decision logic — AltDeathSpace vs checkpoint respawn. // For now, route to checkpoint respawn through the save system. - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — Routing to respawn...")); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — Routing to respawn...")); } // ============================================================================ @@ -149,11 +149,11 @@ void AGM_CoreGameMode::TriggerEnding(FGameplayTag EndingTag) { if (!EndingTag.IsValid()) { - UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TriggerEnding — Invalid ending tag")); + UE_LOG(LogFrameworkGameMode, Warning, TEXT("GM_CoreGameMode::TriggerEnding — Invalid ending tag")); return; } - UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TriggerEnding — '%s'"), *EndingTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameMode, Log, TEXT("GM_CoreGameMode::TriggerEnding — '%s'"), *EndingTag.GetTagName().ToString()); OnGameOverTriggered.Broadcast(EndingTag); diff --git a/Source/Framework/Private/Core/GS_CoreGameState.cpp b/Source/Framework/Private/Core/GS_CoreGameState.cpp index 248e7d4..446f42e 100644 --- a/Source/Framework/Private/Core/GS_CoreGameState.cpp +++ b/Source/Framework/Private/Core/GS_CoreGameState.cpp @@ -5,7 +5,7 @@ #include "Core/GI_GameFramework.h" #include "Net/UnrealNetwork.h" -DEFINE_LOG_CATEGORY_STATIC(LogGameState, Log, All); +DEFINE_LOG_CATEGORY_STATIC(LogFrameworkGameState, Log, All); AGS_CoreGameState::AGS_CoreGameState() { @@ -40,11 +40,11 @@ void AGS_CoreGameState::BeginPlay() if (CachedFramework) { - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::BeginPlay — Bound to GI_GameFramework")); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::BeginPlay — Bound to GI_GameFramework")); } else { - UE_LOG(LogGameState, Warning, TEXT("GS_CoreGameState::BeginPlay — GI_GameFramework not found!")); + UE_LOG(LogFrameworkGameState, Warning, TEXT("GS_CoreGameState::BeginPlay — GI_GameFramework not found!")); } } @@ -85,7 +85,7 @@ void AGS_CoreGameState::SetChapter(FGameplayTag ChapterTag) ActiveChapterTag = ChapterTag; - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetChapter — '%s'"), *ChapterTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::SetChapter — '%s'"), *ChapterTag.GetTagName().ToString()); // Broadcast for local (server/listen-host). OnChapterChanged.Broadcast(ChapterTag); @@ -106,7 +106,7 @@ void AGS_CoreGameState::SetNarrativePhase(FGameplayTag PhaseTag) ActiveNarrativePhase = PhaseTag; - UE_LOG(LogGameState, Verbose, TEXT("GS_CoreGameState::SetNarrativePhase — '%s'"), *PhaseTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameState, Verbose, TEXT("GS_CoreGameState::SetNarrativePhase — '%s'"), *PhaseTag.GetTagName().ToString()); OnNarrativePhaseChanged.Broadcast(PhaseTag); } @@ -120,7 +120,7 @@ void AGS_CoreGameState::SetEncounterActive(bool bActive) bEncounterActive = bActive; - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetEncounterActive — %s"), bActive ? TEXT("Active") : TEXT("Inactive")); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::SetEncounterActive — %s"), bActive ? TEXT("Active") : TEXT("Inactive")); OnEncounterActiveStateChanged.Broadcast(bActive); } @@ -139,7 +139,7 @@ void AGS_CoreGameState::AddObjective(FGameplayTag ObjectiveTag) ActiveObjectiveTags.Add(ObjectiveTag); - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::AddObjective — '%s'"), *ObjectiveTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::AddObjective — '%s'"), *ObjectiveTag.GetTagName().ToString()); OnObjectiveTagsChanged.Broadcast(); } @@ -148,7 +148,7 @@ void AGS_CoreGameState::RemoveObjective(FGameplayTag ObjectiveTag) { if (ActiveObjectiveTags.Remove(ObjectiveTag) > 0) { - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::RemoveObjective — '%s'"), *ObjectiveTag.GetTagName().ToString()); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::RemoveObjective — '%s'"), *ObjectiveTag.GetTagName().ToString()); OnObjectiveTagsChanged.Broadcast(); } } @@ -158,7 +158,7 @@ void AGS_CoreGameState::ClearAllObjectives() if (ActiveObjectiveTags.Num() > 0) { ActiveObjectiveTags.Empty(); - UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::ClearAllObjectives")); + UE_LOG(LogFrameworkGameState, Log, TEXT("GS_CoreGameState::ClearAllObjectives")); OnObjectiveTagsChanged.Broadcast(); } } diff --git a/Source/Framework/Private/Input/SS_EnhancedInputManager.cpp b/Source/Framework/Private/Input/SS_EnhancedInputManager.cpp index 047be58..4c623e7 100644 --- a/Source/Framework/Private/Input/SS_EnhancedInputManager.cpp +++ b/Source/Framework/Private/Input/SS_EnhancedInputManager.cpp @@ -10,7 +10,7 @@ #include "Engine/LocalPlayer.h" #include "Kismet/GameplayStatics.h" -DEFINE_LOG_CATEGORY_STATIC(LogInput, Log, All); +DEFINE_LOG_CATEGORY_STATIC(LogFrameworkInput, Log, All); USS_EnhancedInputManager::USS_EnhancedInputManager() { @@ -24,7 +24,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection) { Super::Initialize(Collection); - UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Initialize")); + UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Initialize")); // Load default contexts on startup (e.g., IMC_Default). // Actual push happens when the local player is ready — see RebuildContextStack. @@ -43,7 +43,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection) void USS_EnhancedInputManager::Deinitialize() { - UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize")); + UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize")); ClearAllContexts(); Super::Deinitialize(); } @@ -57,7 +57,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context, { if (!Context) { - UE_LOG(LogInput, Warning, TEXT("PushContext — Null context")); + UE_LOG(LogFrameworkInput, Warning, TEXT("PushContext — Null context")); return; } @@ -76,7 +76,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context, Entry.ContextTag = ContextTag; ContextStack.Add(Entry); - UE_LOG(LogInput, Log, TEXT("PushContext — '%s' (Priority: %d)"), + UE_LOG(LogFrameworkInput, Log, TEXT("PushContext — '%s' (Priority: %d)"), *ContextTag.GetTagName().ToString(), static_cast(Priority)); RebuildContextStack(); @@ -98,7 +98,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context) EInputContextPriority Prio = ContextStack[i].Priority; ContextStack.RemoveAt(i); - UE_LOG(LogInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString()); + UE_LOG(LogFrameworkInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString()); RebuildContextStack(); OnContextPopped.Broadcast(Popped, Prio); @@ -106,7 +106,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context) } } - UE_LOG(LogInput, Warning, TEXT("PopContext — Context not found in stack")); + UE_LOG(LogFrameworkInput, Warning, TEXT("PopContext — Context not found in stack")); } void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag) @@ -120,13 +120,13 @@ void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag) { if (ContextStack[i].ContextTag == ContextTag) { - UE_LOG(LogInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString()); + UE_LOG(LogFrameworkInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString()); PopContext(ContextStack[i].Context); return; } } - UE_LOG(LogInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"), + UE_LOG(LogFrameworkInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"), *ContextTag.GetTagName().ToString()); } @@ -145,7 +145,7 @@ void USS_EnhancedInputManager::ClearAllContexts() } ContextStack.Empty(); - UE_LOG(LogInput, Log, TEXT("ClearAllContexts — All contexts removed")); + UE_LOG(LogFrameworkInput, Log, TEXT("ClearAllContexts — All contexts removed")); } bool USS_EnhancedInputManager::IsContextActive(FGameplayTag ContextTag) const @@ -187,7 +187,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0); if (!PC) { - UE_LOG(LogInput, Warning, TEXT("SetInputMode — No PlayerController found")); + UE_LOG(LogFrameworkInput, Warning, TEXT("SetInputMode — No PlayerController found")); return; } @@ -207,7 +207,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool PC->bShowMouseCursor = bShowCursor; - UE_LOG(LogInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"), + UE_LOG(LogFrameworkInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"), bUIMode ? TEXT("ON") : TEXT("OFF"), bShowCursor ? TEXT("Visible") : TEXT("Hidden")); @@ -222,7 +222,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool { if (!Action) { - UE_LOG(LogInput, Warning, TEXT("RebindKey — Null action")); + UE_LOG(LogFrameworkInput, Warning, TEXT("RebindKey — Null action")); return; } @@ -241,7 +241,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool Options.bIgnoreAllPressedKeysUntilRelease = true; // Subsystem->AddPlayerMappedKey(Action, NewKey, Options); - UE_LOG(LogInput, Log, TEXT("RebindKey — '%s' → '%s'"), + UE_LOG(LogFrameworkInput, Log, TEXT("RebindKey — '%s' → '%s'"), *Action->GetName(), *NewKey.ToString()); OnKeyRebound.Broadcast(FGameplayTag(), NewKey); // Tag from mapping profile. @@ -253,8 +253,9 @@ void USS_EnhancedInputManager::ResetAllBindings() UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem(); if (Subsystem) { - Subsystem->ResetPlayerMappedKeys(); - UE_LOG(LogInput, Log, TEXT("ResetAllBindings — All keys reset to defaults")); + // UE 5.7+: ResetPlayerMappedKeys was removed. Use UEnhancedInputUserSettings or iterate context entries. + // Subsystem->RequestRebuildPlayerMappedKeys(); + UE_LOG(LogFrameworkInput, Log, TEXT("ResetAllBindings — All keys reset to defaults")); } } @@ -331,7 +332,7 @@ void USS_EnhancedInputManager::RebuildContextStack() UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem(); if (!Subsystem) { - UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet")); + UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet")); return; } @@ -341,8 +342,14 @@ void USS_EnhancedInputManager::RebuildContextStack() return static_cast(A.Priority) < static_cast(B.Priority); }); - // Clear all and re-add in priority order. - Subsystem->RemoveAllMappingContexts(); + // UE 5.7+: RemoveAllMappingContexts was removed. Remove individually. + for (const FInputContextEntry& Existing : ContextStack) + { + if (Existing.Context) + { + Subsystem->RemoveMappingContext(Existing.Context); + } + } for (const FInputContextEntry& Entry : ContextStack) { @@ -352,7 +359,7 @@ void USS_EnhancedInputManager::RebuildContextStack() } } - UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num()); + UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num()); } UEnhancedInputLocalPlayerSubsystem* USS_EnhancedInputManager::GetEnhancedInputSubsystem() const diff --git a/Source/Framework/Private/Inventory/DA_ItemData.cpp b/Source/Framework/Private/Inventory/DA_ItemData.cpp index 1a031c3..115ac7d 100644 --- a/Source/Framework/Private/Inventory/DA_ItemData.cpp +++ b/Source/Framework/Private/Inventory/DA_ItemData.cpp @@ -36,8 +36,8 @@ void UDA_ItemData::PostLoad() if (ItemTag.IsValid()) { UGameplayTagsManager& TagManager = UGameplayTagsManager::Get(); - FGameplayTag CheckTag; - if (!TagManager.RequestGameplayTag(ItemTag.GetTagName(), CheckTag)) + FGameplayTag CheckTag = TagManager.RequestGameplayTag(ItemTag.GetTagName(), false); + if (!CheckTag.IsValid()) { UE_LOG(LogItemData, Warning, TEXT("DA_ItemData::PostLoad — '%s': ItemTag '%s' is not registered in the tag table!"), *GetName(), *ItemTag.GetTagName().ToString()); diff --git a/Source/Framework/Private/Player/BPC_StateManager.cpp b/Source/Framework/Private/Player/BPC_StateManager.cpp index e4f894c..780fbca 100644 --- a/Source/Framework/Private/Player/BPC_StateManager.cpp +++ b/Source/Framework/Private/Player/BPC_StateManager.cpp @@ -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; } diff --git a/Source/Framework/Private/Save/SS_SaveManager.cpp b/Source/Framework/Private/Save/SS_SaveManager.cpp index d32b5cf..9ea5d6e 100644 --- a/Source/Framework/Private/Save/SS_SaveManager.cpp +++ b/Source/Framework/Private/Save/SS_SaveManager.cpp @@ -327,7 +327,8 @@ bool USS_SaveManager::SaveToFile(int32 SlotIndex, const TArray& Data, con FMemoryWriter Writer(FileData); // Write metadata header first. - Writer << const_cast(Meta); + FSaveSlotInfo& MetaRef = const_cast(Meta); + FSaveSlotInfo::StaticStruct()->SerializeItem(Writer, &MetaRef, nullptr); // Then write game state data. Writer.Serialize(const_cast(Data.GetData()), Data.Num()); @@ -358,7 +359,7 @@ bool USS_SaveManager::LoadFromFile(int32 SlotIndex, TArray& 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(); diff --git a/Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp b/Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp index 7d7fa50..8244a31 100644 --- a/Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp +++ b/Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp @@ -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); }