#include "CogSampleLogCategories.h" #include "AbilitySystemLog.h" #include "CogImguiHelper.h" #include "CogSampleDefines.h" #if ENABLE_COG #include "CogAIModule.h" #include "CogDebugLog.h" #endif //ENABLE_COG DEFINE_LOG_CATEGORY(LogCogAlways); DEFINE_LOG_CATEGORY(LogCogAbility); DEFINE_LOG_CATEGORY(LogCogArea); DEFINE_LOG_CATEGORY(LogCogBaseAimRotation); DEFINE_LOG_CATEGORY(LogCogCollision); DEFINE_LOG_CATEGORY(LogCogControlRotation); DEFINE_LOG_CATEGORY(LogCogInput); DEFINE_LOG_CATEGORY(LogCogPosition); DEFINE_LOG_CATEGORY(LogCogPossession); DEFINE_LOG_CATEGORY(LogCogPredictedActor); DEFINE_LOG_CATEGORY(LogCogProjectile); DEFINE_LOG_CATEGORY(LogCogRotation); DEFINE_LOG_CATEGORY(LogCogSkeleton); DEFINE_LOG_CATEGORY(LogCogTargetAcquisition); namespace CogSampleLog { void RegisterAllLogCategories() { #if ENABLE_COG FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false); FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities"); FCogDebugLog::AddLogCategory(LogCogArea, "Area", "Log and debug draw of area of effects"); FCogDebugLog::AddLogCategory(LogCogAI, "AI", "Log and debug draw of AI behaviors"); FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log"); FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation"); FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision"); FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation", "Debug Draw of the Character Control Rotation"); FCogDebugLog::AddLogCategory(LogCogImGui, "ImGui", "Log related to imgui integration"); FCogDebugLog::AddLogCategory(LogCogInput, "Input", "Log about the input actions"); FCogDebugLog::AddLogCategory(LogCogPosition, "Position", "Debug draw of a character position"); FCogDebugLog::AddLogCategory(LogCogPossession, "Possession", "Log about the possession of a PlayerController over a Character"); FCogDebugLog::AddLogCategory(LogCogPredictedActor, "Predicted Actor", "Log and debug draw about the prediction of actors."); FCogDebugLog::AddLogCategory(LogCogProjectile, "Projectile", "Log and debug draw about the projectiles."); FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation", "Debug Draw a Character Rotation"); FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton", "Debug Draw a Character Skeleton"); FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition", "Debug Draw the target acquisition debug draw"); FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects", "Unreal Gameplay Effect Log"); #endif //ENABLE_COG } }