Files
Cog/Source/CogSample/CogSampleLogCategories.cpp
T
Arnaud Jamin ac90ba6ab6 CogPackage: fix Gameplay Cues not cooked
CogSample: Add area of effect
CogSample: Add "Easy" cheat
CogWindow: Fix some tooltips
CogEngine: Spawns now spawn the default controller
CogDebug: Early out on DebugDraw if WorldContextObject is null
2023-10-20 15:47:57 -04:00

52 lines
2.4 KiB
C++

#include "CogSampleLogCategories.h"
#include "AbilitySystemLog.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(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(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 player controller over a Character");
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
}
}