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synced 2026-06-13 00:01:37 -07:00
Fix garbage collection unloading cog assets
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@@ -17,9 +17,9 @@ bIgnoreMissingCookedAssetRegistryData=False
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-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogAbilityDataAsset",AssetBaseClass="/Script/CogAbility.CogAbilityDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogEngineDataAsset",AssetBaseClass="/Script/CogEngine.CogEngineDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogInputDataAsset",AssetBaseClass="/Script/CogInput.CogInputDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug/")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogAbilityDataAsset",AssetBaseClass="/Script/CogAbility.CogAbilityDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogEngineDataAsset",AssetBaseClass="/Script/CogEngine.CogEngineDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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+PrimaryAssetTypesToScan=(PrimaryAssetType="CogInputDataAsset",AssetBaseClass="/Script/CogInput.CogInputDataAsset",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Core/Debug")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=DevelopmentAlwaysCook))
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bOnlyCookProductionAssets=False
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bShouldManagerDetermineTypeAndName=False
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bShouldGuessTypeAndNameInEditor=True
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@@ -60,5 +60,5 @@ private:
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bool ShowQuery = false;
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UPROPERTY()
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TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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};
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@@ -32,5 +32,5 @@ protected:
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private:
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UPROPERTY()
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TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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};
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@@ -66,5 +66,5 @@ private:
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TArray<FGameplayAbilitySpecHandle> OpenedAbilities;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -54,5 +54,5 @@ private:
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ImGuiTextFilter Filter;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -45,5 +45,5 @@ private:
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TArray<FString> AppliedCheats;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -55,5 +55,5 @@ protected:
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ImVec4 GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -29,5 +29,5 @@ protected:
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virtual void DrawPool(const UAbilitySystemComponent* AbilitySystemComponent, const FCogAbilityPool& Pool);
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -31,5 +31,5 @@ protected:
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private:
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -39,7 +39,7 @@ private:
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float RepeatTime = 0.0f;
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UPROPERTY()
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TWeakObjectPtr<const UCogInputDataAsset> Asset = nullptr;
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TObjectPtr<const UCogInputDataAsset> Asset = nullptr;
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TArray<FCogInjectActionInfo> Actions;
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};
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@@ -76,7 +76,7 @@ private:
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float RepeatPeriod = 0.5f;
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UPROPERTY()
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TWeakObjectPtr<const UCogInputDataAsset> Asset;
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TObjectPtr<const UCogInputDataAsset> Asset;
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TMap<FKey, FCogInjectActionInfo> Actions;
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@@ -7,6 +7,7 @@
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- CogEngine: More stats in the stats window
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- CogEngine: Overlay mode of stats.
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- CogEngine: Stat main menu widget could have a tooltip on each stat with a control to change set the emulation (FPS, Ping, Packetloss)
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- CogEngine: Add screen settings (fullscreen, borderless, window and resolution)
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- CogInput: Add multiple IMC on the input data asset. Maybe propose a current imc
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