diff --git a/Project/Source/Gasa/GasaCommon.h b/Project/Source/Gasa/GasaCommon.h index b29025b..4662c44 100644 --- a/Project/Source/Gasa/GasaCommon.h +++ b/Project/Source/Gasa/GasaCommon.h @@ -92,22 +92,22 @@ namespace Gasa , const ANSICHAR* File = __builtin_FILE() , const ANSICHAR* Func = __builtin_FUNCTION() ) { - #if !UE_BUILD_SHIPPING || !NO_LOGGING + #if !UE_BUILD_SHIPPING && !NO_LOGGING ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity; - static ::UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic; - static ::UE::Logging::Private::FStaticBasicLogRecord + static UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic; + static UE::Logging::Private::FStaticBasicLogRecord LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic); - if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= ::ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY) + if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY) { - if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= Category.GetVerbosity()) + if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= Category.GetVerbosity()) { if ( ! Category.IsSuppressed(EngineVerbosity)) { if (DumpStack) FDebug::DumpStackTraceToLog(EngineVerbosity); - ::UE::Logging::Private::BasicLog(Category, &LOG_Static, *Message, File, Func, Line); + BasicLog(Category, &LOG_Static, *Message, File, Func, Line); } } } diff --git a/Readme.md b/Readme.md index a1923c0..7b809fb 100644 --- a/Readme.md +++ b/Readme.md @@ -1,3 +1,14 @@ # GASATHON Binging this [course](https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/) + +The project is organized as a monolothic module with an auxillary editor module. + +Implementation design perfs: + +* Flat data structures with abstraction patterns only when necessary. +* Keep everything data-wise in the runtime unless there is a measurable performance cost. +* Some exploratory optimizations for educational purposes. +* Plugins are installed in the engine repo unless not possible. +* Code almost exclusively in C++ for everything but cosmetics (this is a engineering portfolio). +* Keep static module functions within C++ namesapces and have the in BP function libraries to expose to BPs.