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Merge branch 'main' of https://github.com/arnaud-jamin/Cog
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@@ -7,7 +7,7 @@ Cog is a set of debug tools for Unreal Engine built on top of [Dear ImGui](https
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- [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB)
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Cog provides:
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- ImGui windows to inspect and configure various Unreal systems (Enhanced Inputs, Gameplay Abilities, Core Engine)
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- ImGui windows to inspect and configure various Unreal systems (Core Engine, Enhanced Inputs, Gameplay Abilities, AI)
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- Window mangement with persistent configuration and layouts.
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- C++ and Blueprint functions to log and debug draw within Log Categories.
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- Control over the server regarding debug draw, logging, spawning, cheats.
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@@ -112,6 +112,11 @@ Can be used to activate and deactivate log categories
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### Metric
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Gather various values sent by the selected actor and compte their rate per second. This is typically useful to compute the damage dealt or received per second.
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- The following code shows how to add a metric:
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```cpp
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// Adding a metric
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FCogDebugMetric::AddMetric(this, "Damage Dealt", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
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```
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@@ -136,10 +141,10 @@ Displays attributes of the selected actor as pools.
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Plots values and events overtime. When applicable, only the values and events of the selected actor are displayed.
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- The following code snippets show how to plot values and events:
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- The following code shows how to plot values and events:
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```cpp
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// Plotting a value
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FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
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FCogDebugPlot::PlotValue(this, "Speed", Velocity.Length());
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// Starting an event
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FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
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