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#include "CogAll.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAIWindow_BehaviorTree.h"
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#include "CogAIWindow_Blackboard.h"
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#include "CogEngineWindow_CollisionTester.h"
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#include "CogEngineWindow_CollisionViewer.h"
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#include "CogEngineWindow_CommandBindings.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_Inspector.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_Metrics.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Slate.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogEngineWindow_Transform.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogWindowManager.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameStateBase.h"
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#include "GameFramework/GameUserSettings.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void Cog::AddAllWindows(UCogWindowManager& CogWindowManager)
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{
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogWindowManager.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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{
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UserSettings->ApplySettings(true);
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}
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});
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CogWindowManager.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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FCogEngineWindow_Selection* SelectionWindow = CogWindowManager.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECC_Pawn));
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CogWindowManager.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogWindowManager.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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FCogEngineWindow_Stats* StatsWindow = CogWindowManager.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager.AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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}
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