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Update README.md
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@@ -31,23 +31,34 @@ Displays the gameplay abilities of the selected actor.
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### Actions
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Displays the state of Input Action.
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- Can be used to inject inputs to help debugging.
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- The display input action are read from a Input Mapping Context defined in a Data Asset.
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### Attributes
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Displays the gameplay attributes of the selected actor.
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- Attributes can be sorted by name, category or attribute set.
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- Attributes with the Current value greater than the Base value are displayed in green.
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- Attributes with the Current value lower than the Base value are displayed in red.
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- Use the options 'Show Only Modified' to only show the attributes that have modifiers.
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### Behavior Tree
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Displays the behavior tree of the selected actor.
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### Blackboard
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Displays the blackboard of the selected actor.
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### Cheats
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Used to apply cheats to the selected actor.
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- The cheats are gameplay effects configured in a data asset.
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- Key modifiers can be used to change which actor should be affected by the cheat:
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- [CTRL] apply the cheat to the controlled actor
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@@ -57,7 +68,7 @@ Used to apply cheats to the selected actor.
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### Collisions
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Used to inspect collisions by performing a collision query with the selected channels.
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- The query can be configured in the options.
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- The displayed collision channels can be configured in a Data Asset.
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- It can be used to better understand what object collisions are blocking a raycast.
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@@ -65,24 +76,25 @@ Used to inspect collisions by performing a collision query with the selected cha
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### Debug Settings
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Used to tweak how the debug display is drawn.
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### Effects
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Displays the gameplay effects of the selected actor.
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- Mouse over an effect to see its details such as its modifiers, the gameplay tags it grants, the remaining time, etc.
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### Gamepad
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Display the state of the gamepad
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- Can be displayed as an overlay
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- Can be used to inject inputs to help debugging, as loosing window focus when breaking in the code doesn't affect the state of injected inputs unlike real inputs.
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### Inspector
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Used to inspect and modify an Object properties
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- Inspect the selected actor by default
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- Favorites can be added with a custom function defining what happens when the user press the Apply button (typically this can be used to modify and apply the Game User Settings)
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- Manage a history of inspected objects.
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@@ -90,7 +102,7 @@ Used to inspect and modify an Object properties
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### Log Categories
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Can be used to activate and deactivate log categories
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- Activating a log category set its verbosity to VeryVerbose.
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- Deactivating a log category set its verbosity to Warning.
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- The detailed verbosity of each log category can be shown by using the Option menu.
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@@ -100,39 +112,57 @@ 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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### Net Emulation
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Used to configure the network emulation
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### Output Log
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Display the output log based on each log categories verbosity.
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- The verbosity of each log category can be configured in the 'Log Categories' window.
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### Pools
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Displays attributes of the selected actor as pools.
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- The pools can be configured in a data asset.
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### Plots
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Plots values overtime. When applicable, only the values of the selected actor are displayed.
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- Handle both float values and discrete events.
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- Here is an exemple to push a float values:
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```cpp
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#if ENABLE_COG
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FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
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#endif //ENABLE_COG
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```
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- Here is an exemple to push an event:
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```cpp
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#if ENABLE_COG
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FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
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.AddParam("Name", AbilitySystemComponent->CleanupName(GetNameSafe(GameplayEffectSpec.Def)))
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.AddParam("Effect Instigator", GetNameSafe(GameplayEffectSpec.GetEffectContext().GetInstigator()))
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.AddParam("Effect Level", GameplayEffectSpec.GetLevel())
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.AddParam("Effect Duration", GameplayEffectSpec.GetDuration());
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#endif //ENABLE_COG
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```
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### Scalability
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Used to configure the rendering quality.
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### Skeleton
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Display the bone hierarchy and the skeleton debug draw of the selected actor if it has a Skeletal Mesh.
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- Mouse over a bone to highlight it.
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- Right click a bone to access more debug display.
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- Use the [Ctrl] key to toggle the bone debug draw recursively.
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@@ -140,42 +170,42 @@ Display the bone hierarchy and the skeleton debug draw of the selected actor if
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### Selection
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Used to select an actor either by picking an actor in the world or by selecting an actor in the actor list.
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- The actor list can be filtered by actor type (Actor, Character, etc).
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- The current selection is used by various debug windows to filter out their content.
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### Settings
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Configure the settings of Cog Windows.
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- Can configure the input key to toggle the input focus between the game and imgui
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- Can change the DPI Scaling
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### Spawn
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Used to spawn new actors in the world. The spawn list can be configured in a Data Asset.
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### Stats
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Displays engine stats such as FPS, Ping, Packet Loss.
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### Tags
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Displays the gameplay tags of the selected actor.
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### Time Scale
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Used to change the game global time scale.
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- If changed on a client the time scale is also modified on the game server, and replicated to the other clients.
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### Tweaks
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Used to apply tweaks to all the spawned actors
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- The tweaks are used to test various gameplay settings by actor category
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- The tweaks can be configured in a data asset.
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@@ -183,11 +213,11 @@ Used to apply tweaks to all the spawned actors
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Cog provides C++ and Blueprint functions to log and debug draw within Log Categories.
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Log and debug draw functions can be filtered by the selected actor.
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## Setup
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