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03-UnrealEngine/Gameplay/Debug/UE4 Gameplay Debug技巧.md
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03-UnrealEngine/Gameplay/Debug/UE4 Gameplay Debug技巧.md
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title: UE4 Gameplay Debug技巧
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date: 2022-12-09 11:30:54
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excerpt: Debug
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tags:
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rating: ⭐
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---
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## debug技巧
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### 在release模式下开启断点的方法
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如果要debug代码可以用一个非常古典的办法用
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`#pragma optimize("",off)` 与`#pragma optimize("",on)` 来将一部分代码排除在优化以外
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### Ue4中的可视化debug法——vlog
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http://api.unrealengine.com/CHN/Gameplay/Tools/VisualLogger/index.html
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实现GrabDebugSnapshot接口,之后调用UE_VLOG()宏。
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```c++
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#if ENABLE_VISUAL_LOG
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/** Appends information about this actor to the visual logger */
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virtual void GrabDebugSnapshot(FVisualLogEntry* Snapshot) const override;
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#endif
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#if ENABLE_VISUAL_LOG
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void AGDCCharacter::GrabDebugSnapshot(FVisualLogEntry* Snapshot) const
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{
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Super::GrabDebugSnapshot(Snapshot);
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const int32 CatIndex = Snapshot->Status.AddZeroed();
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FVisualLogStatusCategory& PlaceableCategory = Snapshot->Status[CatIndex];
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PlaceableCategory.Category = TEXT("GDC Sample");
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PlaceableCategory.Add(TEXT("Projectile Class"), ProjectileClass != nullptr ? ProjectileClass->GetName() : TEXT("None"));
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}
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#endif
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void AGDCCharacter::OnFire()
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{
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// try and fire a projectile
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if (ProjectileClass != NULL)
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{
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const FRotator SpawnRotation = GetControlRotation();
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// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
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const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);
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UWorld* const World = GetWorld();
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if (World != NULL)
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{
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// spawn the projectile at the muzzle
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World->SpawnActor<AGDCProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
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UE_VLOG(this, LogFPChar, Verbose, TEXT("Fired projectile (%s) from location (%s) with rotation (%s)"),
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*ProjectileClass->GetName(),
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*SpawnLocation.ToString(),
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*SpawnRotation.ToString());
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}
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}
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// try and play the sound if specified
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if (FireSound != NULL)
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{
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UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
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}
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// try and play a firing animation if specified
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if(FireAnimation != NULL)
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{
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// Get the animation object for the arms mesh
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UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
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if(AnimInstance != NULL)
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{
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AnimInstance->Montage_Play(FireAnimation, 1.f);
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}
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}
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}
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```
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之后就可以在visual logger里看到实时数据。除此之外还有一些可视的形状log:
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1. UE_VLOG_SEGMENT
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2. UE_VLOG_LOCATION
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3. UE_VLOG_BOX (axis aligned box)
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4. UE_VLOG_OBOX (oriented box)
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5. UE_VLOG_CONE
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6. UE_VLOG_CYLINDER
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7. UE_VLOG_CAPSULE
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