This commit is contained in:
Arnaud Jamin
2023-10-17 12:36:01 -04:00
+8 -3
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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
- [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB) - [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB)
Cog provides: Cog provides:
- ImGui windows to inspect and configure various Unreal systems (Enhanced Inputs, Gameplay Abilities, Core Engine) - ImGui windows to inspect and configure various Unreal systems (Core Engine, Enhanced Inputs, Gameplay Abilities, AI)
- Window mangement with persistent configuration and layouts. - Window mangement with persistent configuration and layouts.
- C++ and Blueprint functions to log and debug draw within Log Categories. - C++ and Blueprint functions to log and debug draw within Log Categories.
- Control over the server regarding debug draw, logging, spawning, cheats. - Control over the server regarding debug draw, logging, spawning, cheats.
@@ -112,6 +112,11 @@ Can be used to activate and deactivate log categories
### Metric ### Metric
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. 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.
- The following code shows how to add a metric:
```cpp
// Adding a metric
FCogDebugMetric::AddMetric(this, "Damage Dealt", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
```
![Metric](https://github.com/arnaud-jamin/Cog/assets/13844285/64d3cb7c-8731-4897-9ef9-b0868148ebe2) ![Metric](https://github.com/arnaud-jamin/Cog/assets/13844285/64d3cb7c-8731-4897-9ef9-b0868148ebe2)
@@ -136,10 +141,10 @@ Displays attributes of the selected actor as pools.
Plots values and events overtime. When applicable, only the values and events of the selected actor are displayed. Plots values and events overtime. When applicable, only the values and events of the selected actor are displayed.
![Plots](https://github.com/arnaud-jamin/Cog/assets/13844285/def95b7b-ae59-4a8b-bc21-b07922e1fc6f) ![Plots](https://github.com/arnaud-jamin/Cog/assets/13844285/def95b7b-ae59-4a8b-bc21-b07922e1fc6f)
- The following code snippets show how to plot values and events: - The following code shows how to plot values and events:
```cpp ```cpp
// Plotting a value // Plotting a value
FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length()); FCogDebugPlot::PlotValue(this, "Speed", Velocity.Length());
// Starting an event // Starting an event
FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f) FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)