CogCommon: Better debug formating

CogSample: Projectile Progress
CogSample: Disable Character Mesh collision on dedicated server
This commit is contained in:
Arnaud Jamin
2023-10-31 00:44:59 -04:00
parent 5200db56c5
commit f876862d12
4 changed files with 70 additions and 35 deletions
@@ -79,6 +79,9 @@ protected:
virtual void TryHit(const FHitResult& Hit);
UFUNCTION(Server, Reliable)
virtual void Server_Hit(const FHitResult& Hit);
UFUNCTION()
virtual void OnCollisionOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit);
@@ -86,7 +89,7 @@ protected:
virtual void OnAssistanceOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool IsFromSweep, const FHitResult& SweepHit);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
bool ShouldHit(const FHitResult& hit);
bool ShouldHit(const FHitResult& Hit);
/** Blueprint hook called when projectile hits something */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
@@ -140,6 +143,7 @@ protected:
#if ENABLE_COG
void DrawDebugCurrentState(const FColor& Color, bool DrawVelocity = true);
void DrawDebugHitResult(const FHitResult& HitResult);
FVector LastDebugLocation = FVector::ZeroVector;
#endif //ENABLE_COG