From e0545d632357b2ad137d76844e89e67904b7b8c6 Mon Sep 17 00:00:00 2001 From: LongLy Date: Thu, 16 Jan 2025 14:24:05 -0700 Subject: [PATCH] Cleared all TODOs related to custom logs --- .../Private/Components/OLSHealthComponent.cpp | 52 +++++++++++-------- .../DataAssets/OLSInputConfigDataAsset.cpp | 40 ++++++++------ .../ModularGameplayActors/OLSModularActor.cpp | 7 ++- .../OLSModularCharacter.cpp | 10 ++-- .../OLSModularDefaultPawn.cpp | 8 +-- .../ModularGameplayActors/OLSModularPawn.cpp | 10 ++-- .../OLSModularPlayerState.cpp | 8 ++- .../OLSModularPlayerStateCharacter.cpp | 8 ++- Source/ols/Private/Player/OLSPlayerState.cpp | 11 ++-- .../Public/Components/OLSHealthComponent.h | 2 + .../DataAssets/OLSInputConfigDataAsset.h | 2 + .../ModularGameplayActors/OLSModularActor.h | 2 + .../OLSModularCharacter.h | 2 + .../OLSModularDefaultPawn.h | 2 + .../ModularGameplayActors/OLSModularPawn.h | 2 + .../OLSModularPlayerState.h | 2 + .../OLSModularPlayerStateCharacter.h | 2 + Source/ols/Public/Player/OLSPlayerState.h | 1 + 18 files changed, 113 insertions(+), 58 deletions(-) diff --git a/Source/ols/Private/Components/OLSHealthComponent.cpp b/Source/ols/Private/Components/OLSHealthComponent.cpp index 0469888..7d157c5 100644 --- a/Source/ols/Private/Components/OLSHealthComponent.cpp +++ b/Source/ols/Private/Components/OLSHealthComponent.cpp @@ -3,6 +3,7 @@ #include "Components/OLSHealthComponent.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "AbilitySystem/Attributes/OLSHealthAttributeSet.h" #include "DataAssets/OLSGameDataAsset.h" @@ -13,6 +14,8 @@ #include "Net/UnrealNetwork.h" #include "Systems/OLSAssetManager.h" +DEFINE_LOG_CATEGORY(LogOLSHealthComponent); + UOLSHealthComponent::UOLSHealthComponent(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { @@ -46,24 +49,29 @@ void UOLSHealthComponent::InitializeWithAbilitySystem(UOLSAbilitySystemComponent if (AbilitySystemComponent) { - // @TODO replace this by our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system."), *GetNameSafe(Owner)); + OLS_LOG(LogOLSHealthComponent, Error, + TEXT( + "LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system." + ), GET_UOBJECT_NAME(owner)); return; } AbilitySystemComponent = asc; if (!AbilitySystemComponent) { - // @TODO replace this by our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL ability system."), *GetNameSafe(Owner)); + OLS_LOG(LogOLSHealthComponent, Error, + TEXT("Cannot initialize health component for owner [%s] with NULL ability system."), + GET_UOBJECT_NAME(owner)); return; } HealthSet = AbilitySystemComponent->GetSet(); if (!HealthSet) { - // @TODO replace this by our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL health set on the ability system."), *GetNameSafe(Owner)); + OLS_LOG(LogOLSHealthComponent, Error, + TEXT( + "LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL health set on the ability system." + ), GET_UOBJECT_NAME(owner)); return; } @@ -72,7 +80,7 @@ void UOLSHealthComponent::InitializeWithAbilitySystem(UOLSAbilitySystemComponent HealthSet->OnMaxHealthChanged.AddUObject(this, &ThisClass::HandleMaxHealthChanged); HealthSet->OnOutOfHealth.AddUObject(this, &ThisClass::HandleOutOfHealth); - // TEMP: Reset attributes to default values. Eventually this will be driven by a spread sheet. + // TEMP: Reset attributes to default values. Eventually this will be driven by a spreadsheet. AbilitySystemComponent->SetNumericAttributeBase(UOLSHealthAttributeSet::GetHealthAttribute(), HealthSet->GetMaxHealth()); ClearGameplayTags(); @@ -182,8 +190,10 @@ void UOLSHealthComponent::DamageSelfDestruct(bool isFellOutOfWorld) const TSubclassOf damageGE = UOLSAssetManager::GetSubclass(UOLSGameDataAsset::Get().DamageGameplayEffect_SetByCaller); if (!damageGE) { - // @TODO: replace this with our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to find gameplay effect [%s]."), *GetNameSafe(GetOwner()), *ULyraGameData::Get().DamageGameplayEffect_SetByCaller.GetAssetName()); + OLS_LOG(LogOLSHealthComponent, Error, + TEXT("DamageSelfDestruct failed for owner [%s]. Unable to find gameplay effect [%s]."), + GET_UOBJECT_NAME(GetOwner()), + *UOLSGameDataAsset::Get().DamageGameplayEffect_SetByCaller.GetAssetName()); return; } @@ -192,8 +202,9 @@ void UOLSHealthComponent::DamageSelfDestruct(bool isFellOutOfWorld) if (!spec) { - // @TODO: replace this with our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to make outgoing spec for [%s]."), *GetNameSafe(GetOwner()), *GetNameSafe(DamageGE)); + OLS_LOG(LogOLSHealthComponent, Error, + TEXT("DamageSelfDestruct failed for owner [%s]. Unable to make outgoing spec for [%s]."), + GET_UOBJECT_NAME(GetOwner()), GET_UOBJECT_NAME(damageGE)); return; } @@ -356,11 +367,10 @@ void UOLSHealthComponent::OnRep_DeathState(EOLSDeathState oldDeathState) if (oldDeathState > newDeathState) { - // The server is trying to set us back but we've already predicted past the server state. - // @TODO replace this with our custom log. - // UE_LOG(LogLyra, Warning, - // TEXT("LyraHealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), - // (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner())); + OLS_LOG(LogOLSHealthComponent, Warning, + TEXT("Predicted past server death state [%d] -> [%d] for owner [%s]."), + (uint8)oldDeathState, (uint8)newDeathState, GET_UOBJECT_NAME(GetOwner())); + return; } @@ -377,9 +387,8 @@ void UOLSHealthComponent::OnRep_DeathState(EOLSDeathState oldDeathState) } else { - // @TODO replace this with our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), - // (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner())); + OLS_LOG(LogOLSHealthComponent, Error, TEXT("Invalid death transition [%d] -> [%d] for owner [%s]."), + (uint8)oldDeathState, (uint8)newDeathState, GET_UOBJECT_NAME(GetOwner())); } } else if (oldDeathState == EOLSDeathState::DeathStarted) @@ -390,9 +399,8 @@ void UOLSHealthComponent::OnRep_DeathState(EOLSDeathState oldDeathState) } else { - // @TODO replace this with our custom log. - // UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), - // (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner())); + OLS_LOG(LogOLSHealthComponent, Error, TEXT("Invalid death transition [%d] -> [%d] for owner [%s]."), + (uint8)oldDeathState, (uint8)newDeathState, GET_UOBJECT_NAME(GetOwner())); } } diff --git a/Source/ols/Private/DataAssets/OLSInputConfigDataAsset.cpp b/Source/ols/Private/DataAssets/OLSInputConfigDataAsset.cpp index a223ffc..ab29858 100644 --- a/Source/ols/Private/DataAssets/OLSInputConfigDataAsset.cpp +++ b/Source/ols/Private/DataAssets/OLSInputConfigDataAsset.cpp @@ -3,6 +3,10 @@ #include "DataAssets/OLSInputConfigDataAsset.h" +#include "OLSLog.h" + +DEFINE_LOG_CATEGORY(LogOLSInputConfigDataAsset); + UOLSInputConfigDataAsset::UOLSInputConfigDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { } @@ -21,8 +25,9 @@ const UInputAction* UOLSInputConfigDataAsset::FindNativeInputActionForTag( if (shouldLogNotFound) { - //Todo: replace this with our custom log. - //UE_LOG(LogLyra, Error, TEXT("Can't find NativeInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); + OLS_LOG(LogOLSInputConfigDataAsset, Error, + TEXT("Can't find NativeInputAction for InputTag [%s] on InputConfig [%s]."), GET_TAG_NAME(inputTag), + GET_UOBJECT_NAME(this)); } return nullptr; @@ -32,19 +37,20 @@ const UInputAction* UOLSInputConfigDataAsset::FindAbilityInputActionForTag( const FGameplayTag& inputTag, bool shouldLogNotFound) const { - for (const FOLSInputAction& action : AbilityInputActions) - { - if (action.InputAction && (action.InputTag == inputTag)) - { - return action.InputAction; - } - } - - if (shouldLogNotFound) - { - //Todo: replace this with our custom log. - //UE_LOG(LogLyra, Error, TEXT("Can't find AbilityInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); - } - - return nullptr; + for (const FOLSInputAction& action : AbilityInputActions) + { + if (action.InputAction && (action.InputTag == inputTag)) + { + return action.InputAction; + } + } + + if (shouldLogNotFound) + { + OLS_LOG(LogOLSInputConfigDataAsset, Error, + TEXT("Can't find AbilityInputAction for InputTag [%s] on InputConfig [%s]."), GET_TAG_NAME(inputTag), + GET_UOBJECT_NAME(this)); + } + + return nullptr; } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularActor.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularActor.cpp index 5450d59..bb15e26 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularActor.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularActor.cpp @@ -3,9 +3,12 @@ #include "ModularGameplayActors/OLSModularActor.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "Components/GameFrameworkComponentManager.h" +DEFINE_LOG_CATEGORY(LogOLSModularActor); + AOLSModularActor::AOLSModularActor(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. @@ -48,8 +51,8 @@ void AOLSModularActor::PostInitProperties() if (AbilitySystemComponent) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode); + OLS_LOG(LogOLSModularActor, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), + GET_UOBJECT_NAME(this), ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularCharacter.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularCharacter.cpp index 864c243..487a5a3 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularCharacter.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularCharacter.cpp @@ -3,10 +3,13 @@ #include "ModularGameplayActors/OLSModularCharacter.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "Components/GameFrameworkComponentManager.h" -AOLSModularCharacter::AOLSModularCharacter(const FObjectInitializer& objectInitializer) +DEFINE_LOG_CATEGORY(LogOLSModularCharacter); + +AOLSModularCharacter::AOLSModularCharacter(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; @@ -46,8 +49,9 @@ void AOLSModularCharacter::PostInitProperties() if (AbilitySystemComponent) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode); + OLS_LOG(LogOLSModularCharacter, Verbose, + TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), GET_UOBJECT_NAME(this), + ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularDefaultPawn.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularDefaultPawn.cpp index 9849680..cb66e2f 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularDefaultPawn.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularDefaultPawn.cpp @@ -3,9 +3,11 @@ #include "ModularGameplayActors/OLSModularDefaultPawn.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "Components/GameFrameworkComponentManager.h" +DEFINE_LOG_CATEGORY(LogOLSModularDefaultPawn); // Sets default values AOLSModularDefaultPawn::AOLSModularDefaultPawn(const FObjectInitializer& objectInitializer) : Super(objectInitializer) @@ -47,9 +49,9 @@ void AOLSModularDefaultPawn::PostInitProperties() Super::PostInitProperties(); if (AbilitySystemComponent) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), - ReplicationMode); + OLS_LOG(LogOLSModularDefaultPawn, Verbose, + TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), GET_UOBJECT_NAME(this), + ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularPawn.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularPawn.cpp index a39f704..461a720 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularPawn.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularPawn.cpp @@ -3,9 +3,12 @@ #include "ModularGameplayActors/OLSModularPawn.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "Components/GameFrameworkComponentManager.h" +DEFINE_LOG_CATEGORY(LogOLSModularPawn); + AOLSModularPawn::AOLSModularPawn(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { AbilitySystemComponent = CreateDefaultSubobject(TEXT("AbilitySystemComponent")); @@ -35,11 +38,12 @@ void AOLSModularPawn::EndPlay(const EEndPlayReason::Type endPlayReason) void AOLSModularPawn::PostInitProperties() { Super::PostInitProperties(); - + if (AbilitySystemComponent) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode); + OLS_LOG(LogOLSModularPawn, Verbose, + TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), GET_UOBJECT_NAME(this), + ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularPlayerState.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularPlayerState.cpp index 806d22b..68b9812 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularPlayerState.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularPlayerState.cpp @@ -3,10 +3,13 @@ #include "ModularGameplayActors/OLSModularPlayerState.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "Components/GameFrameworkComponentManager.h" #include "Components/PlayerStateComponent.h" +DEFINE_LOG_CATEGORY(LogOLSModularPlayerState); + AOLSModularPlayerState::AOLSModularPlayerState(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { // Create ability system component, and set it to be explicitly replicated @@ -41,8 +44,9 @@ void AOLSModularPlayerState::PostInitProperties() if (AbilitySystemComponent) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode); + OLS_LOG(LogOLSModularPlayerState, Verbose, + TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), GET_UOBJECT_NAME(this), + ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/ModularGameplayActors/OLSModularPlayerStateCharacter.cpp b/Source/ols/Private/ModularGameplayActors/OLSModularPlayerStateCharacter.cpp index 082c033..e711fce 100644 --- a/Source/ols/Private/ModularGameplayActors/OLSModularPlayerStateCharacter.cpp +++ b/Source/ols/Private/ModularGameplayActors/OLSModularPlayerStateCharacter.cpp @@ -5,9 +5,12 @@ #include "AbilitySystemComponent.h" #include "AbilitySystemGlobals.h" +#include "OLSLog.h" #include "Components/GameFrameworkComponentManager.h" #include "GameFramework/PlayerState.h" +DEFINE_LOG_CATEGORY(LogOLSModularPlayerStateCharacter); + AOLSModularPlayerStateCharacter::AOLSModularPlayerStateCharacter(const FObjectInitializer& objectInitializer) : Super(objectInitializer) { SetMinNetUpdateFrequency(33.f); @@ -40,8 +43,9 @@ void AOLSModularPlayerStateCharacter::PostInitProperties() if (AbilitySystemComponent.IsValid()) { - //@Todo replace this log by our custom log. - UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode); + OLS_LOG(LogOLSModularPlayerStateCharacter, Verbose, + TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), GET_UOBJECT_NAME(this), + ReplicationMode); AbilitySystemComponent->SetReplicationMode(ReplicationMode); } } diff --git a/Source/ols/Private/Player/OLSPlayerState.cpp b/Source/ols/Private/Player/OLSPlayerState.cpp index b739de2..ce40172 100644 --- a/Source/ols/Private/Player/OLSPlayerState.cpp +++ b/Source/ols/Private/Player/OLSPlayerState.cpp @@ -3,6 +3,7 @@ #include "Player/OLSPlayerState.h" +#include "OLSLog.h" #include "AbilitySystem/OLSAbilitySystemComponent.h" #include "AbilitySystem/Attributes/OLSCombatAttributeSet.h" #include "AbilitySystem/Attributes/OLSHealthAttributeSet.h" @@ -15,6 +16,8 @@ #include UE_INLINE_GENERATED_CPP_BY_NAME(OLSPlayerState) +DEFINE_LOG_CATEGORY(LogOLSPlayerState); + const FName AOLSPlayerState::NAME_OLSAbilityReady("OLSAbilitiesReady"); AOLSPlayerState::AOLSPlayerState(const FObjectInitializer& objectInitializer) : Super(objectInitializer) @@ -44,8 +47,9 @@ void AOLSPlayerState::SetPawnData(const UOLSPawnDataAsset* pawnData) if (PawnData) { - // @Todo: replace this by our custom log. - // UE_LOG(LogLyra, Error, TEXT("Trying to set PawnData [%s] on player state [%s] that already has valid PawnData [%s]."), *GetNameSafe(InPawnData), *GetNameSafe(this), *GetNameSafe(PawnData)); + OLS_LOG(LogOLSPlayerState, Error, + TEXT("Trying to set PawnData [%s] on player state [%s] that already has valid PawnData [%s]."), + GET_UOBJECT_NAME(pawnData), GET_UOBJECT_NAME(this), GET_UOBJECT_NAME(PawnData)); return; } @@ -94,8 +98,7 @@ void AOLSPlayerState::OnExperienceLoaded(const UOLSExperienceDefinitionDataAsset } else { - // @T ODO: Replace this with our custom. - // UE_LOG(LogLyra, Error, TEXT("ALyraPlayerState::OnExperienceLoaded(): Unable to find PawnData to initialize player state [%s]!"), *GetNameSafe(this)); + OLS_LOG(LogOLSPlayerState, Error, TEXT("Unable to find PawnData to initialize player state [%s]!"), GET_UOBJECT_NAME(this)); } } } diff --git a/Source/ols/Public/Components/OLSHealthComponent.h b/Source/ols/Public/Components/OLSHealthComponent.h index 910c10e..e22a14d 100644 --- a/Source/ols/Public/Components/OLSHealthComponent.h +++ b/Source/ols/Public/Components/OLSHealthComponent.h @@ -11,6 +11,8 @@ DECLARE_MULTICAST_DELEGATE_OneParam(FOLSDeathEventNativeDelegate, class AActor* DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FOLSAttributeChangedDynamicDelegate, class UOLSHealthComponent*, healthComponent, float, oldValue, float, newValue, class AActor*, instigator); DECLARE_MULTICAST_DELEGATE_FourParams(FOLSAttributeChangedNativeDelegate, class UOLSHealthComponent* /* healthComponent */, float /* oldValue */, float /* newValue */, class AActor* /* instigator */) +DECLARE_LOG_CATEGORY_EXTERN(LogOLSHealthComponent, Verbose, All); + /** * EOLSDeathState * diff --git a/Source/ols/Public/DataAssets/OLSInputConfigDataAsset.h b/Source/ols/Public/DataAssets/OLSInputConfigDataAsset.h index cec5f6d..0e421bf 100644 --- a/Source/ols/Public/DataAssets/OLSInputConfigDataAsset.h +++ b/Source/ols/Public/DataAssets/OLSInputConfigDataAsset.h @@ -26,6 +26,8 @@ public: FGameplayTag InputTag = FGameplayTag::EmptyTag; }; +DECLARE_LOG_CATEGORY_EXTERN(LogOLSInputConfigDataAsset, Verbose, All); + /** * UOLSInputConfigDataAsset * diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularActor.h b/Source/ols/Public/ModularGameplayActors/OLSModularActor.h index 7422a13..781bcca 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularActor.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularActor.h @@ -9,6 +9,8 @@ #include "GameFramework/Actor.h" #include "OLSModularActor.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularActor, Verbose, All); + /** Minimal class that supports extension by game feature plugins, direct child of AActor */ UCLASS(Blueprintable) class OLS_API AOLSModularActor : public AActor, public IAbilitySystemInterface, public IGameplayTagAssetInterface diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularCharacter.h b/Source/ols/Public/ModularGameplayActors/OLSModularCharacter.h index b761bcc..2fc83a3 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularCharacter.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularCharacter.h @@ -9,6 +9,8 @@ #include "GameFramework/Character.h" #include "OLSModularCharacter.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularCharacter, Verbose, All); + /** * Minimal class that supports extension by game feature plugins * diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularDefaultPawn.h b/Source/ols/Public/ModularGameplayActors/OLSModularDefaultPawn.h index 6088f3c..8515002 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularDefaultPawn.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularDefaultPawn.h @@ -9,6 +9,8 @@ #include "GameFramework/DefaultPawn.h" #include "OLSModularDefaultPawn.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularDefaultPawn, Verbose, All); + /** Minimal class that supports extension by game feature plugins, direct child of ADefaultPawn */ UCLASS(Blueprintable) class OLS_API AOLSModularDefaultPawn : public ADefaultPawn, public IAbilitySystemInterface, public IGameplayTagAssetInterface diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularPawn.h b/Source/ols/Public/ModularGameplayActors/OLSModularPawn.h index f1f2c7b..107d582 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularPawn.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularPawn.h @@ -9,6 +9,8 @@ #include "GameFramework/Pawn.h" #include "OLSModularPawn.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularPawn, Verbose, All); + /** Minimal class that supports extension by game feature plugins, direct child of APawn */ UCLASS(Blueprintable) class OLS_API AOLSModularPawn : public APawn, public IAbilitySystemInterface, public IGameplayTagAssetInterface diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularPlayerState.h b/Source/ols/Public/ModularGameplayActors/OLSModularPlayerState.h index e1728da..3d047ac 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularPlayerState.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularPlayerState.h @@ -8,6 +8,8 @@ #include "GameFramework/PlayerState.h" #include "OLSModularPlayerState.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularPlayerState, Verbose, All); + /** Minimal class that supports extension by game feature plugins */ UCLASS(Blueprintable) class OLS_API AOLSModularPlayerState : public APlayerState, public IAbilitySystemInterface diff --git a/Source/ols/Public/ModularGameplayActors/OLSModularPlayerStateCharacter.h b/Source/ols/Public/ModularGameplayActors/OLSModularPlayerStateCharacter.h index 8db0a0f..108fb79 100644 --- a/Source/ols/Public/ModularGameplayActors/OLSModularPlayerStateCharacter.h +++ b/Source/ols/Public/ModularGameplayActors/OLSModularPlayerStateCharacter.h @@ -9,6 +9,8 @@ #include "GameFramework/Character.h" #include "OLSModularPlayerStateCharacter.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSModularPlayerStateCharacter, Verbose, All); + /** * Minimal class that supports extension by game feature plugins. * diff --git a/Source/ols/Public/Player/OLSPlayerState.h b/Source/ols/Public/Player/OLSPlayerState.h index c1d7dd6..81ca130 100644 --- a/Source/ols/Public/Player/OLSPlayerState.h +++ b/Source/ols/Public/Player/OLSPlayerState.h @@ -7,6 +7,7 @@ #include "Systems/OLSGameplayTagStack.h" #include "OLSPlayerState.generated.h" +DECLARE_LOG_CATEGORY_EXTERN(LogOLSPlayerState, Verbose, All); /** * AOLSPlayerState