// Copyright Epic Games, Inc. All Rights Reserved. #include "VLogRenderingActor.h" #include "RewindDebuggerVLogSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(VLogRenderingActor) AVLogRenderingActor::AVLogRenderingActor(const FObjectInitializer& ObjectInitializer) { } AVLogRenderingActor::~AVLogRenderingActor() { } void AVLogRenderingActor::Reset() { DebugShapes.Reset(); MarkComponentsRenderStateDirty(); } void AVLogRenderingActor::AddLogEntry(const FVisualLogEntry& Entry) { GetDebugShapes(Entry, false, DebugShapes); MarkComponentsRenderStateDirty(); } void AVLogRenderingActor::IterateDebugShapes(TFunction Callback) { Callback(DebugShapes); DebugShapes.Reset(); } bool AVLogRenderingActor::MatchCategoryFilters(const FName& CategoryName, ELogVerbosity::Type Verbosity) const { URewindDebuggerVLogSettings& Settings = URewindDebuggerVLogSettings::Get(); return Settings.DisplayCategories.Contains(CategoryName) && Verbosity <= Settings.DisplayVerbosity; }