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https://github.com/Ed94/Cog.git
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225 lines
8.7 KiB
C++
225 lines
8.7 KiB
C++
#include "CogSampleGameState.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "CogSampleFunctionLibrary_Tag.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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#include "GameFramework/GameState.h"
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#include "Modules/ModuleManager.h"
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#if ENABLE_COG
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityModule.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogDebugDrawImGui.h"
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#include "CogDebugPlot.h"
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#include "CogEngineDataAsset.h"
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#include "CogEngineModule.h"
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#include "CogEngineWindow_Collisions.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Metrics.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogImguiModule.h"
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#include "CogInputDataAsset.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogWindowManager.h"
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#endif //ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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template<typename T>
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T* GetFirstAssetByClass()
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{
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IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
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TArray<FAssetData> Assets;
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AssetRegistry.GetAssetsByClass(T::StaticClass()->GetClassPathName(), Assets, true);
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if (Assets.Num() == 0)
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{
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return nullptr;
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}
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UObject* Asset = Assets[0].GetAsset();
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T* CastedAsset = Cast<T>(Asset);
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return CastedAsset;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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ACogSampleGameState::ACogSampleGameState(const FObjectInitializer & ObjectInitializer)
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: Super(ObjectInitializer)
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{
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SetActorTickEnabled(true);
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::BeginPlay()
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{
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Super::BeginPlay();
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#if ENABLE_COG
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InitializeCog();
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#endif //ENABLE_COG
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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#if ENABLE_COG
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if (CogWindowManager != nullptr)
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{
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CogWindowManager->Shutdown();
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}
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#endif //ENABLE_COG
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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#if ENABLE_COG
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extern ENGINE_API float GAverageFPS;
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extern ENGINE_API float GAverageMS;
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FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
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FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
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CogWindowManager->Tick(DeltaSeconds);
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#endif //ENABLE_COG
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}
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#if ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::InitializeCog()
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{
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FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Tab));
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RegisterCommand(TEXT("Cog.ToggleInput"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateUObject(this, &ACogSampleGameState::CogToggleInput));
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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//---------------------------------------
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// Engine
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//---------------------------------------
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const UCogEngineDataAsset* EngineAsset = GetFirstAssetByClass<UCogEngineDataAsset>();
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UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
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CollisionsWindow->SetAsset(EngineAsset);
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CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager->CreateWindow<UCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager->CreateWindow<UCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager->CreateWindow<UCogEngineWindow_Plots>("Engine.Plots");
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UCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorSubClasses({ AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass(), ACharacter::StaticClass() });
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SelectionWindow->SetCurrentActorSubClass(ACharacter::StaticClass());
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
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CogWindowManager->CreateWindow<UCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
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UCogEngineWindow_Spawns* SpawnWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Spawns>("Engine.Spawns");
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SpawnWindow->SetAsset(EngineAsset);
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UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager->CreateWindow<UCogEngineWindow_TimeScale>("Engine.Time Scale");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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const UCogAbilityDataAsset* AbilityAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->SetAsset(AbilityAsset);
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UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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AttributesWindow->SetAsset(AbilityAsset);
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UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CheatsWindow->SetAsset(AbilityAsset);
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UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
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EffectsWindow->SetAsset(AbilityAsset);
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UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
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PoolsWindow->SetAsset(AbilityAsset);
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CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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TweaksWindow->SetAsset(AbilityAsset);
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//---------------------------------------
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// Input
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//---------------------------------------
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const UCogInputDataAsset* InputAsset = GetFirstAssetByClass<UCogInputDataAsset>();
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UCogInputWindow_Actions* ActionsWindow = CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
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ActionsWindow->SetAsset(InputAsset);
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UCogInputWindow_Gamepad* GamepadWindow = CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
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GamepadWindow->SetAsset(InputAsset);
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//---------------------------------------
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// Main Menu Widget
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//---------------------------------------
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CogWindowManager->AddMainMenuWidget(SelectionWindow);
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CogWindowManager->AddMainMenuWidget(StatsWindow);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::RegisterCommand(const TCHAR* Name, const TCHAR* Help, const FConsoleCommandWithArgsDelegate& Command)
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{
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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if (!ConsoleManager.FindConsoleObject(Name))
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{
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ConsoleManager.RegisterConsoleCommand(Name, Help, Command, ECVF_Cheat);
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::CogToggleInput(const TArray<FString>& Args)
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{
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FCogImguiModule::Get().ToggleEnableInput();
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}
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#endif //ENABLE_COG
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