#include "CogSampleLogCategories.h" #include "AbilitySystemLog.h" #include "CogSampleDefines.h" #if USE_COG #include "CogDebugLog.h" #endif //USE_COG DEFINE_LOG_CATEGORY(LogCogAlways); DEFINE_LOG_CATEGORY(LogCogAbility); 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(LogCogRotation); DEFINE_LOG_CATEGORY(LogCogSkeleton); DEFINE_LOG_CATEGORY(LogCogTargetAcquisition); namespace CogSampleLog { void RegiterAllLogCategories() { #if USE_COG FCogDebugLog::AddLogCategory(LogCogAlways, "Always", false); FCogDebugLog::AddLogCategory(LogCogAbility, "Ability"); FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System"); FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation"); FCogDebugLog::AddLogCategory(LogCogCollision, "Collision"); FCogDebugLog::AddLogCategory(LogCogControlRotation, "ControlRotation"); FCogDebugLog::AddLogCategory(LogCogInput, "Input"); FCogDebugLog::AddLogCategory(LogCogPosition, "Position"); FCogDebugLog::AddLogCategory(LogCogPossession, "Possession"); FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation"); FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton"); FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition"); FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects"); #endif //USE_COG } }